Example #1
0
        /// <summary>
        /// Creates a NetworkNode for a block, checking block attachments, laser, and radio communication.
        /// </summary>
        /// <param name="block">The block to create the NetworkNode for.</param>
        public RelayNode(IMyCubeBlock block)
        {
            this.m_loggingName = () => block.DisplayNameText;
            this.m_logger = new Logger(GetType().Name, block) { MinimumLevel = Logger.severity.INFO };
            this.m_ownerId = () => block.OwnerId;
            this.m_entity = block;
            this.m_comp_blockAttach = block;
            this.m_comp_radio = ComponentRadio.TryCreateRadio(block);

            Ingame.IMyLaserAntenna lAnt = block as Ingame.IMyLaserAntenna;
            if (lAnt != null)
                this.m_comp_laser = new ComponentLaser(lAnt);

            Registrar.Add(block, this);
        }
Example #2
0
 /// <summary>
 /// Checks for a connection between two lasers. Both of them must have been updated.
 /// </summary>
 /// <param name="other">The laser to check for a connection to.</param>
 /// <returns>True iff this laser is targeting other and both are in the final stage.</returns>
 public bool IsConnectedTo(ComponentLaser other)
 {
     return m_targetEntityId == other.m_laser.EntityId && m_state == FinalState && other.m_state == FinalState;
 }
Example #3
0
 /// <summary>
 /// Checks for a connection between two lasers. Both of them must have been updated.
 /// </summary>
 /// <param name="other">The laser to check for a connection to.</param>
 /// <returns>True iff this laser is targeting other and both are in the final stage.</returns>
 public bool IsConnectedTo(ComponentLaser other)
 {
     return(m_targetEntityId == other.m_laser.EntityId && m_state == FinalState && other.m_state == FinalState);
 }