Example #1
0
    public void SendEnergy(BuildSignalManager buildSignalManager)
    {
        // Looping through all energy output
        for (int i = 0; i < energyOut.Length; i++)
        {
            // If there is energy to be outputted
            if (energyOut[i] != null)
            {
                int outPort        = (runeData.RuneTemplate.connections[i] + rotation) % (int)runeData.RuneTemplate.sides;
                int neighborInPort = (outPort + (int)runeData.RuneTemplate.sides / 2) % (int)runeData.RuneTemplate.sides;
                // If there is a neighbor to output to
                if (neighbors[outPort] != null)
                {
                    RuneSlot neighbor = neighbors[outPort];

                    neighbor.ReceiveEnergy(energyOut[i], neighborInPort);
                }
                else
                {
                    // No neighbor, energy leak

                    buildSignalManager.receiveSignal("Energy leak");
                    //gameObject.GetComponent<Animator>().SetTrigger("error");
                }

                // Clearing energyOut
                energyOut[i] = null;
            }
        }
    }
Example #2
0
 public override void ManipulateEnergy(RuneSlot runeSlot, BuildSignalManager buildSignalManager)
 {
     // Rune is currently sending energy
     if (runeSlot.Active)
     {
         //If no backwards flowing energy
         if (runeSlot.EnergyIn[0] == null)
         {
             runeSlot.EnergyOut[0] = new Energy(energyScale[runeSlot.RuneData.Rank1]);
             //gameObject.GetComponent<Animator>().SetBool("on", true);
         }
         else
         {
             // Backflowing energy, send error
             buildSignalManager.receiveSignal("Source receiving energy");
             //gameObject.GetComponent<Animator>().SetTrigger("error");
         }
     }
 }
Example #3
0
    public override void ManipulateEnergy(RuneSlot runeSlot, BuildSignalManager buildSignalManager)
    {
        //    Releasing stored energy
        //    storage = Mathf.Max(0, storage - ((SquareSinkData)runeData).OutputRate);

        //    if (energyIn [0] != null) {
        //    // If input energy is less than max rate
        //    if (energyIn [0].Power <= ((SquareSinkData)runeData).MaxRate) {
        //        // Store inputted energy into storage
        //        storage += energyIn [0].Power;

        //        // If stored energy is greater than max capacity
        //        if (storage > ((SquareSinkData)runeData).Capacity) {
        //              signalReciever.receiveSignal ("Sink over max capacity");
        //              gameObject.GetComponent<Animator> ().SetTrigger ("error");
        //        }
        //          // Input over max rate
        //    } else {
        //          signalReciever.receiveSignal ("Sink receiving over max rate");
        //          gameObject.GetComponent<Animator> ().SetTrigger ("error");
        //    }
        //}
    }
Example #4
0
 public override void ManipulateEnergy(RuneSlot runeSlot, BuildSignalManager buildSignalManager)
 {
     return;
 }
Example #5
0
    public override void ManipulateEnergy(RuneSlot runeSlot, BuildSignalManager buildSignalManager)
    {
        RuneData runeData = runeSlot.RuneData;

        Energy[] energyIn  = runeSlot.EnergyIn;
        Energy[] energyOut = runeSlot.EnergyOut;

        int loss     = lossScale[runeData.Rank1];
        int capacity = capacityScale[runeData.Rank2];

        if (energyIn[0] != null && energyIn[1] != null)
        {
            Debug.Log("Wire receiving energy from both ports");
            buildSignalManager.receiveSignal("Wire receiving energy from both ports");
            //gameObject.GetComponent<Animator> ().SetTrigger ("error");
        }
        else
        {
            if (energyIn[0] != null)
            {
                if (energyIn[0].Power > capacity)
                {
                    Debug.Log("Wire over max capacity");
                    buildSignalManager.receiveSignal("Wire over max capacity");
                    //gameObject.GetComponent<Animator> ().SetTrigger ("error");
                }
                else
                {
                    energyIn[0].Power = (int)(energyIn[0].Power * ((100 - loss) / 100.0F));
                    if (energyIn[0].Power <= 0)
                    {
                        energyOut[1] = null;
                    }
                    else
                    {
                        energyOut[1] = energyIn[0];
                    }
                    //gameObject.GetComponent<Animator> ().SetBool ("outputting", true);
                }
            }
            else if (energyIn[1] != null)
            {
                if (energyIn[1].Power > capacity)
                {
                    Debug.Log("Wire over max capacity");
                    buildSignalManager.receiveSignal("Wire over max capacity");
                    //gameObject.GetComponent<Animator> ().SetTrigger ("error");
                }
                else
                {
                    energyIn[1].Power = (int)(energyIn[1].Power * ((100 - loss) / 100.0F));
                    if (energyIn[1].Power <= 0)
                    {
                        energyOut[0] = null;
                    }
                    else
                    {
                        energyOut[0] = energyIn[1];
                    }
                    //gameObject.GetComponent<Animator> ().SetBool ("outputting", true);
                }
            }
            else
            {
                //gameObject.GetComponent<Animator> ().SetBool ("outputting", false);
            }
        }

        for (int i = 0; i < energyIn.Length; i++)
        {
            energyIn[i] = null;
        }
    }
Example #6
0
 public abstract void ManipulateEnergy(RuneSlot runeSlot, BuildSignalManager buildSignalManager);