Ejemplo n.º 1
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 public HackingNode()
 {
     PublicLabel        = "unset label";
     InternalIdentifier = HackingIdentifier.Unset;
     IsInput            = false;
     IsOutput           = false;
     IsDeviceNode       = false;
 }
Ejemplo n.º 2
0
 //This does not need to be synced between the server and client. As long as the server is sending correct data to the client, the object this is attached to should work fine.
 //We only need to update the client on what nodes are doing what when they're in the hacking menu.
 public HackingNode(string publicLabel, HackingIdentifier internalLabel, bool isInput, bool isOutput)
 {
     PublicLabel        = publicLabel;
     InternalIdentifier = internalLabel;
     IsInput            = isInput;
     IsOutput           = isOutput;
     IsDeviceNode       = false;
 }
Ejemplo n.º 3
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    public void SendOutputToConnectedNodes(HackingIdentifier identifier, GameObject originator = null)
    {
        HackingNode node = GetNodeWithInternalIdentifier(identifier);

        node.SendOutputToConnectedNodes(originator);
    }
Ejemplo n.º 4
0
 public HackingNode GetNodeWithInternalIdentifier(HackingIdentifier identifier)
 {
     return(hackNodes.Find(x => x.InternalIdentifier == identifier));
 }