/// <summary>
 ///The function for out putting current into other nodes (Basically doing ElectricityInput On another one)
 /// </summary>
 public virtual void ElectricityOutput(float Current, GameObject SourceInstance)
 {
     //SourceInstance.GetComponent<ElectricalOIinheritance>();
     //Logger.Log("oh man?");
     InputOutputFunctions.ElectricityOutput(Current, SourceInstance, this);
     ElectricityFunctions.WorkOutActualNumbers(this);
 }
Beispiel #2
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 public void ElectricityOutput(int tick, float Current, GameObject SourceInstance)
 {
     InputOutputFunctions.ElectricityOutput(tick, Current, SourceInstance, this);
     Data.ActualCurrentChargeInWire = ElectricityFunctions.WorkOutActualNumbers(this);
     Data.CurrentInWire             = Data.ActualCurrentChargeInWire.Current;
     Data.ActualVoltage             = Data.ActualCurrentChargeInWire.Voltage;
     Data.EstimatedResistance       = Data.ActualCurrentChargeInWire.EstimatedResistant;
 }
Beispiel #3
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 /// <summary>
 ///The function for out putting current into other nodes (Basically doing ElectricityInput On another one)
 /// </summary>
 public virtual void ElectricityOutput(float Current, GameObject SourceInstance)
 {
     if (Logall)
     {
         Logger.Log("this > " + this + "ElectricityOutput, Current > " + Current + " SourceInstance  > " + SourceInstance, Category.Electrical);
     }
     InputOutputFunctions.ElectricityOutput(Current, SourceInstance, this);
 }
Beispiel #4
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 public override void ElectricityOutput(float Current, GameObject SourceInstance)
 {
     //Logger.Log (Current.ToString () + " How much current", Category.Electrical);
     InputOutputFunctions.ElectricityOutput(Current, SourceInstance, this);
     if (ControllingCable != null)
     {
         ElectricalSynchronisation.CableUpdates.Add(ControllingCable);
     }
 }
Beispiel #5
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 public override void ElectricityOutput(VIRCurrent Current,
                                        ElectricalOIinheritance SourceInstance)
 {
     Current = InData.ControllingDevice.ModifyElectricityOutput(Current, SourceInstance);
     if (Logall)
     {
         Logger.Log("this > " + this + "ElectricityOutput, Current > " + Current + " SourceInstance  > " + SourceInstance, Category.Electrical);
     }
     InputOutputFunctions.ElectricityOutput(Current, SourceInstance, InData);
 }
 /// <summary>
 ///The function for out putting current into other nodes (Basically doing ElectricityInput On another one)
 /// </summary>
 public virtual void ElectricityOutput(VIRCurrent Current,
                                       ElectricalOIinheritance SourceInstance)
 {
     if (Logall)
     {
         Logger.Log("this > " + this
                    + "ElectricityOutput, Current > " + Current
                    + " SourceInstance  > " + SourceInstance, Category.Electrical);
     }
     InputOutputFunctions.ElectricityOutput(Current, SourceInstance, InData);
 }
 /// <summary>
 ///The function for out putting current into other nodes (Basically doing ElectricityInput On another one)
 /// </summary>
 public virtual void ElectricityOutput(VIRCurrent Current,
                                       ElectricalOIinheritance SourceInstance)
 {
     if (Present != null)
     {
         Present.ElectricityOutput(Current, SourceInstance);
     }
     else
     {
         InputOutputFunctions.ElectricityOutput(Current, SourceInstance, this);
     }
 }
Beispiel #8
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 public override void ElectricityOutput(float Current, GameObject SourceInstance)
 {
     if (!(SourceInstance == this.gameObject))
     {
         ElectricalSynchronisation.NUCurrentChange.Add(InData.ControllingUpdate);
     }
     InputOutputFunctions.ElectricityOutput(Current, SourceInstance, this);
     Data.ActualCurrentChargeInWire = ElectricityFunctions.WorkOutActualNumbers(this);
     Data.CurrentInWire             = Data.ActualCurrentChargeInWire.Current;
     Data.ActualVoltage             = Data.ActualCurrentChargeInWire.Voltage;
     Data.EstimatedResistance       = Data.ActualCurrentChargeInWire.EstimatedResistant;
 }
Beispiel #9
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 public void ElectricityOutput(int tick, float Current, GameObject SourceInstance)
 {
     Current = RelatedDevice.ModifyElectricityOutput(tick, Current, SourceInstance);
     //Logger.Log (CurrentInWire.ToString () + " How much current", Category.Electrical);
     if (Current != 0)
     {
         InputOutputFunctions.ElectricityOutput(tick, Current, SourceInstance, this);
     }
     Data.ActualCurrentChargeInWire = ElectricityFunctions.WorkOutActualNumbers(this);
     Data.CurrentInWire             = Data.ActualCurrentChargeInWire.Current;
     Data.ActualVoltage             = Data.ActualCurrentChargeInWire.Voltage;
     Data.EstimatedResistance       = Data.ActualCurrentChargeInWire.EstimatedResistant;
 }
Beispiel #10
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 public override void ElectricityOutput(float Current, GameObject SourceInstance)
 {
     //Logger.Log (CurrentInWire.ToString () + " How much current", Category.Electrical);
     InputOutputFunctions.ElectricityOutput(Current, SourceInstance, this);
     Data.ActualCurrentChargeInWire = ElectricityFunctions.WorkOutActualNumbers(this);
     Data.CurrentInWire             = Data.ActualCurrentChargeInWire.Current;
     Data.ActualVoltage             = Data.ActualCurrentChargeInWire.Voltage;
     Data.EstimatedResistance       = Data.ActualCurrentChargeInWire.EstimatedResistant;
     if (RelatedLine != null)
     {
         RelatedLine.UpdateCoveringCable(this);
     }
 }
Beispiel #11
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    public override void ElectricityOutput(float Current, GameObject SourceInstance)
    {
        if (!(SourceInstance == gameObject))
        {
            if (!ElectricalSynchronisation.NUCurrentChange.Contains(InData.ControllingUpdate))
            {
                ElectricalSynchronisation.NUCurrentChange.Add(InData.ControllingUpdate);
            }
        }

        Current = RelatedDevice.ModifyElectricityOutput(Current, SourceInstance);

        InputOutputFunctions.ElectricityOutput(Current, SourceInstance, this);

        ElectricityFunctions.WorkOutActualNumbers(this);
    }
Beispiel #12
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    public override void ElectricityOutput(float Current, GameObject SourceInstance)
    {
        if (!(SourceInstance == this.gameObject))
        {
            ElectricalSynchronisation.NUCurrentChange.Add(InData.ControllingUpdate);
        }

        Current = RelatedDevice.ModifyElectricityOutput(Current, SourceInstance);
        //Logger.Log (CurrentInWire.ToString () + " How much current", Category.Electrical);
        if (Current != 0)
        {
            InputOutputFunctions.ElectricityOutput(Current, SourceInstance, this);
        }
        Data.ActualCurrentChargeInWire = ElectricityFunctions.WorkOutActualNumbers(this);
        Data.CurrentInWire             = Data.ActualCurrentChargeInWire.Current;
        Data.ActualVoltage             = Data.ActualCurrentChargeInWire.Voltage;
        Data.EstimatedResistance       = Data.ActualCurrentChargeInWire.EstimatedResistant;
    }
Beispiel #13
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 public override void ElectricityOutput(float Current, GameObject SourceInstance)
 {
     Current = InData.ControllingDevice.ModifyElectricityOutput(Current, SourceInstance);
     InputOutputFunctions.ElectricityOutput(Current, SourceInstance, this);
     ElectricityFunctions.WorkOutActualNumbers(this);
 }
 /// <summary>
 ///The function for out putting current into other nodes (Basically doing ElectricityInput On another one)
 /// </summary>
 public virtual void ElectricityOutput(float Current, GameObject SourceInstance)
 {
     Logger.Log("oh man?");
     InputOutputFunctions.ElectricityOutput(Current, SourceInstance, this);
     ElectricityFunctions.WorkOutActualNumbers(this);
 }