private void BuildCable(Vector3 position, Transform parent, Connection WireEndB) { Connection WireEndA = Connection.Overlap; GameObject Cable = Spawn.ServerPrefab(CablePrefab, position, parent).GameObject; ElectricalCableMessage.Send(Cable, WireEndA, WireEndB, CableType); Cable.GetComponent <CableInheritance>().SetDirection(WireEndB, WireEndA, CableType); }
private void BuildCable(Vector3 position, Transform parent, Connection WireEndB) { Connection WireEndA = Connection.Overlap; GameObject Cable = PoolManager.PoolNetworkInstantiate(CablePrefab, position, parent); ElectricalCableMessage.Send(Cable, WireEndA, WireEndB, CableType); Cable.GetComponent <CableInheritance>().SetDirection(WireEndB, WireEndA, CableType); }
public void FindOverlapsAndCombine() { if (WireEndA == Connection.Overlap | WireEndB == Connection.Overlap) { bool isA; if (WireEndA == Connection.Overlap) { isA = true; } else { isA = false; } List <ElectricalOIinheritance> Econns = new List <ElectricalOIinheritance>(); var IEnumerableEconns = wireConnect.Matrix.GetElectricalConnections(wireConnect.registerTile.LocalPositionServer); foreach (var T in IEnumerableEconns) { Econns.Add(T); } int i = 0; if (Econns != null) { while (!(i >= Econns.Count)) { if (ApplianceType == Econns[i].InData.Categorytype) { if (wireConnect != Econns[i]) { if (Econns[i].WireEndA == Connection.Overlap) { if (isA) { WireEndA = Econns[i].WireEndB; } else { WireEndB = Econns[i].WireEndB; } SetDirection(WireEndB, WireEndA, CableType); ElectricalCableMessage.Send(gameObject, WireEndA, WireEndB, CableType); Econns[i].gameObject.GetComponent <CableInheritance>().toDestroy(); } else if (Econns[i].WireEndB == Connection.Overlap) { if (isA) { WireEndA = Econns[i].WireEndA; } else { WireEndB = Econns[i].WireEndA; } SetDirection(WireEndB, WireEndA, CableType); ElectricalCableMessage.Send(gameObject, WireEndA, WireEndB, CableType); Econns[i].gameObject.GetComponent <CableInheritance>().toDestroy(); } } } i++; } } } }