public void InitialPowerUpdateResistance() { RelatedDevice.InitialPowerUpdateResistance(); foreach (KeyValuePair <IElectricityIO, HashSet <PowerTypeCategory> > Supplie in RelatedDevice.Data.ResistanceToConnectedDevices) { RelatedDevice.ResistanceInput(1.11111111f, Supplie.Key.GameObject(), null); ElectricalSynchronisation.NUCurrentChange.Add(Supplie.Key.InData.ControllingUpdate); } }
public void InitialPowerUpdateResistance() { foreach (KeyValuePair <ElectricalOIinheritance, HashSet <PowerTypeCategory> > Supplie in Node.Data.ResistanceToConnectedDevices) { Node.ResistanceInput(1.11111111f, Supplie.Key.GameObject(), null); ElectricalSynchronisation.NUCurrentChange.Add(Supplie.Key.InData.ControllingDevice); } UpInitialPowerUpdateResistance(); }
public virtual void InitialPowerUpdateResistance() { powerSupply.InitialPowerUpdateResistance(); //this ok foreach (KeyValuePair <ElectricalOIinheritance, HashSet <PowerTypeCategory> > Supplie in powerSupply.Data.ResistanceToConnectedDevices) { //Modified to not do already done supplies //Logger.Log("3 " + Supplie.Key + this); powerSupply.ResistanceInput(1.11111111f, Supplie.Key.GameObject(), null); ElectricalSynchronisation.NUCurrentChange.Add(Supplie.Key.InData.ControllingUpdate); } _InitialPowerUpdateResistance(); }