public float ModifyResistanceInput(float Resistance, GameObject SourceInstance, IElectricityIO ComingFrom) { Tuple <float, float> ResistanceM = TransformerCalculations.TransformerCalculate(this, ResistanceToModify: Resistance); //return(Resistance); return(ResistanceM.Item1); }
public float ModifyResistancyOutput(float Resistance, GameObject SourceInstance) { Tuple <float, float> ResistanceM = TransformerCalculations.TransformerCalculate(this, ResistanceToModify: Resistance); //return (Resistance); return(ResistanceM.Item1); }
public override float ModifyResistanceInput(float Resistance, GameObject SourceInstance, ElectricalOIinheritance ComingFrom) { Tuple <float, float> ResistanceM = TransformerCalculations.TransformerCalculate(this, ResistanceToModify: Resistance); //return(Resistance); return(ResistanceM.Item1); }
public override float ModifyElectricityInput(float Current, GameObject SourceInstance, ElectricalOIinheritance ComingFrom) { int InstanceID = SourceInstance.GetInstanceID(); float Resistance = ElectricityFunctions.WorkOutResistance(ControllingNode.Node.Data.SupplyDependent[InstanceID].ResistanceComingFrom); float Voltage = (Current * Resistance); //Logger.Log (Voltage.ToString() + " < Voltage " + Resistance.ToString() + " < Resistance" + Current.ToString() + " < Current"); Tuple <float, float> Currentandoffcut = TransformerCalculations.ElectricalStageTransformerCalculate(this, Voltage: Voltage, ResistanceModified: Resistance, FromHighSide: HighsideConnections.Contains(ComingFrom.InData.Categorytype)); if (Currentandoffcut.Item2 > 0) { ControllingNode.Node.Data.SupplyDependent[InstanceID].CurrentGoingTo[ControllingNode.Node] = Currentandoffcut.Item2; } return(Currentandoffcut.Item1); }
public override ResistanceWrap ModifyResistancyOutput(ResistanceWrap Resistance, ElectricalOIinheritance SourceInstance) { //return (Resistance); bool FromHighSide = false; foreach (var Upst in ControllingNode.Node.InData.Data.SupplyDependent[SourceInstance].Upstream) { if (LowsideConnections.Contains(Upst.Categorytype)) { FromHighSide = true; } } ResistanceWrap ResistanceM = TransformerCalculations.ResistanceStageTransformerCalculate(this, ResistanceToModify: Resistance, FromHighSide: FromHighSide); return(ResistanceM); }
public override VIRCurrent ModifyElectricityInput(VIRCurrent Current, ElectricalOIinheritance SourceInstance, IntrinsicElectronicData ComingFromm) { float Resistance = ElectricityFunctions.WorkOutResistance(ControllingNode.Node.InData.Data.SupplyDependent[SourceInstance].ResistanceGoingTo); var Voltage = ElectricityFunctions.WorkOutVoltage(ControllingNode.Node); //Logger.Log("Voltage" + Voltage); //Logger.Log (Voltage.ToString() + " < Voltage " + Resistance.ToString() + " < Resistance" + Current.ToString() + " < Current"); VIRCurrent Currentout = TransformerCalculations.ElectricalStageTransformerCalculate(this, Current, Resistance, Voltage, HighsideConnections.Contains(ComingFromm.Categorytype)); return(Currentout); }
public float ModifyElectricityOutput(int tick, float Current, GameObject SourceInstance) { int InstanceID = SourceInstance.GetInstanceID(); float ActualCurrent = RelatedDevice.Data.CurrentInWire; float Resistance = ElectricityFunctions.WorkOutResistance(RelatedDevice.Data.ResistanceComingFrom[InstanceID]); float Voltage = (Current * Resistance); Tuple <float, float> Currentandoffcut = TransformerCalculations.TransformerCalculate(this, Voltage: Voltage, ResistanceModified: Resistance, ActualCurrent: ActualCurrent); if (Currentandoffcut.Item2 > 0) { if (!(RelatedDevice.Data.CurrentGoingTo.ContainsKey(InstanceID))) { RelatedDevice.Data.CurrentGoingTo [InstanceID] = new Dictionary <IElectricityIO, float> (); } RelatedDevice.Data.CurrentGoingTo[InstanceID] [RelatedDevice.GameObject().GetComponent <IElectricityIO>()] = Currentandoffcut.Item2; } return(Currentandoffcut.Item1); }
public override float ModifyResistancyOutput(float Resistance, GameObject SourceInstance) { //return (Resistance); int InstanceID = SourceInstance.GetInstanceID(); bool FromHighSide = false; foreach (var Upst in ControllingNode.Node.Data.SupplyDependent[InstanceID].Upstream) { if (LowsideConnections.Contains(Upst.InData.Categorytype)) { FromHighSide = true; } } Tuple <float, float> ResistanceM = TransformerCalculations.ResistanceStageTransformerCalculate(this, ResistanceToModify: Resistance, FromHighSide: FromHighSide); return(ResistanceM.Item1); }
public override float ModifyElectricityOutput(float Current, GameObject SourceInstance) { int InstanceID = SourceInstance.GetInstanceID(); float ActualCurrent = powerSupply.Data.CurrentInWire; float Resistance = ElectricityFunctions.WorkOutResistance(powerSupply.Data.ResistanceComingFrom[InstanceID]); float Voltage = (Current * Resistance); Tuple <float, float> Currentandoffcut = TransformerCalculations.TransformerCalculate(this, Voltage: Voltage, ResistanceModified: Resistance, ActualCurrent: ActualCurrent); if (Currentandoffcut.Item2 > 0) { if (!(powerSupply.Data.CurrentGoingTo.ContainsKey(InstanceID))) { powerSupply.Data.CurrentGoingTo [InstanceID] = new Dictionary <ElectricalOIinheritance, float> (); } powerSupply.Data.CurrentGoingTo[InstanceID] [powerSupply.GameObject().GetComponent <ElectricalOIinheritance>()] = Currentandoffcut.Item2; } //return(Current); return(Currentandoffcut.Item1); }