public static bool Logic(bool inA, bool inB) { bool out1 = NotG.Logic(inA); bool out2 = NotG.Logic(inB); return(NandG.Logic(out1, out2)); }
void Update() { if (isSimulating && timeCounter >= timeP) { bool valueA = false; bool valueB = false; if (counter == 0) { valueA = false; valueB = false; } else if (counter == 1) { valueA = false; valueB = true; } else if (counter == 2) { valueA = true; valueB = false; } else if (counter == 3) { valueA = true; valueB = true; } inputA.material = valueA? onMat:offMat; inputB.material = valueB? onMat : offMat; bool outp = NandG.Logic(valueA, valueB); Debug.Log("inputA " + valueA + " inputB " + valueB + " output " + outp); output.material = outp ? onMat : offMat; counter++; if (counter >= 4) { counter = 0; } timeCounter = 0.0f; } timeCounter += Time.deltaTime; }
public static bool Logic(bool inA, bool inB) { bool out1 = NandG.Logic(inA, inB); return(NotG.Logic(out1)); }
public static bool Logic(bool inA) { return(NandG.Logic(inA, inA)); }