Esempio n. 1
0
        private void Disconnect()
        {
            if (!connected)
            {
                return;
            }
            LogicCircuitManager logicCircuitManager = Game.Instance.logicCircuitManager;
            UtilityNetworkManager <LogicCircuitNetwork, LogicWire> logicCircuitSystem = Game.Instance.logicCircuitSystem;

            connected = false;
            int outputCellOne = OutputCellOne;

            logicCircuitSystem.RemoveFromNetworks(outputCellOne, this, true);
            logicCircuitManager.RemoveVisElem(outputOne);
            outputOne = null;
            int inputCellOne = InputCellOne;

            logicCircuitSystem.RemoveFromNetworks(inputCellOne, inputOne, true);
            logicCircuitManager.RemoveVisElem((ILogicUIElement)inputOne);
            inputOne = null;
            if (RequiresTwoInputs)
            {
                int inputCellTwo = InputCellTwo;
                logicCircuitSystem.RemoveFromNetworks(inputCellTwo, inputTwo, true);
                logicCircuitManager.RemoveVisElem((ILogicUIElement)inputTwo);
                inputTwo = null;
            }
            RefreshAnimation();
        }
Esempio n. 2
0
        private void Connect()
        {
            if (connected)
            {
                return;
            }
            LogicCircuitManager logicCircuitManager = Game.Instance.logicCircuitManager;
            UtilityNetworkManager <LogicCircuitNetwork, LogicWire> logicCircuitSystem = Game.Instance.logicCircuitSystem;

            connected = true;
            int outputCellOne = OutputCellOne;

            logicCircuitSystem.AddToNetworks(outputCellOne, this, true);
            outputOne = new LogicPortVisualizer(outputCellOne, LogicPortSpriteType.RibbonOutput);
            logicCircuitManager.AddVisElem(outputOne);
            int inputCellOne = InputCellOne;

            logicCircuitSystem.AddToNetworks(inputCellOne, inputOne, true);
            logicCircuitManager.AddVisElem((ILogicUIElement)inputOne);
            if (RequiresTwoInputs)
            {
                int inputCellTwo = InputCellTwo;
                logicCircuitSystem.AddToNetworks(inputCellTwo, inputTwo, true);
                logicCircuitManager.AddVisElem((ILogicUIElement)inputTwo);
            }
            RefreshAnimation();
        }
Esempio n. 3
0
    public bool IsPortConnected(HashedString port_id)
    {
        int portCell = GetPortCell(port_id);
        LogicCircuitManager logicCircuitManager = Game.Instance.logicCircuitManager;
        LogicCircuitNetwork networkForCell      = logicCircuitManager.GetNetworkForCell(portCell);

        return(networkForCell != null);
    }
Esempio n. 4
0
    private LogicCircuitNetwork GetNetwork()
    {
        LogicPorts          component           = GetComponent <LogicPorts>();
        int                 portCell            = component.GetPortCell(PORT_ID);
        LogicCircuitManager logicCircuitManager = Game.Instance.logicCircuitManager;

        return(logicCircuitManager.GetNetworkForCell(portCell));
    }
 private static void Postfix(LogicCircuitManager __instance, ref List <LogicUtilityNetworkLink>[] ___bridgeGroups)
 {
     ___bridgeGroups = new List <LogicUtilityNetworkLink> [Mod.MAX_WIRE_TYPES];
     for (var i = 0; i < ___bridgeGroups.Length; i++)
     {
         ___bridgeGroups[i] = new List <LogicUtilityNetworkLink>();
     }
 }
        private void Unregister()
        {
            LogicCircuitManager logicCircuitManager = Game.Instance.logicCircuitManager;

            foreach (IOVisualizer visChild in visChildren)
            {
                logicCircuitManager.RemoveVisElem(visChild);
            }
            visChildren.Clear();
        }
Esempio n. 7
0
    public bool GetPortConnected(PortId port)
    {
        if (port == PortId.InputTwo && !base.RequiresTwoInputs)
        {
            return(false);
        }
        int cell = PortCell(port);
        LogicCircuitManager logicCircuitManager = Game.Instance.logicCircuitManager;
        LogicCircuitNetwork networkForCell      = logicCircuitManager.GetNetworkForCell(cell);

        return(networkForCell != null);
    }
        private void Register()
        {
            Unregister();
            visChildren.Add(new IOVisualizer(OutputCellOne, false, true));
            visChildren.Add(new IOVisualizer(InputCellOne, true, true));
            if (RequiresTwoInputs)
            {
                visChildren.Add(new IOVisualizer(InputCellTwo, true, true));
            }
            LogicCircuitManager logicCircuitManager = Game.Instance.logicCircuitManager;

            foreach (IOVisualizer visChild in visChildren)
            {
                logicCircuitManager.AddVisElem(visChild);
            }
        }
Esempio n. 9
0
    private bool ShowMissingWireIcon()
    {
        LogicCircuitManager logicCircuitManager = Game.Instance.logicCircuitManager;

        if (outputPortInfo != null)
        {
            for (int i = 0; i < outputPortInfo.Length; i++)
            {
                Port port = outputPortInfo[i];
                if (port.requiresConnection)
                {
                    int portCell = GetPortCell(port.id);
                    LogicCircuitNetwork networkForCell = logicCircuitManager.GetNetworkForCell(portCell);
                    if (networkForCell == null)
                    {
                        return(true);
                    }
                }
            }
        }
        if (inputPortInfo != null)
        {
            for (int j = 0; j < inputPortInfo.Length; j++)
            {
                Port port2 = inputPortInfo[j];
                if (port2.requiresConnection)
                {
                    int portCell2 = GetPortCell(port2.id);
                    LogicCircuitNetwork networkForCell2 = logicCircuitManager.GetNetworkForCell(portCell2);
                    if (networkForCell2 == null)
                    {
                        return(true);
                    }
                }
            }
        }
        return(false);
    }
Esempio n. 10
0
 private void Connect()
 {
     if (!connected)
     {
         LogicCircuitManager logicCircuitManager = Game.Instance.logicCircuitManager;
         UtilityNetworkManager <LogicCircuitNetwork, LogicWire> logicCircuitSystem = Game.Instance.logicCircuitSystem;
         connected = true;
         int outputCell = base.OutputCell;
         logicCircuitSystem.AddToNetworks(outputCell, this, true);
         output = new LogicPortVisualizer(outputCell, LogicPortSpriteType.Output);
         logicCircuitManager.AddVisElem(output);
         int inputCellOne = base.InputCellOne;
         logicCircuitSystem.AddToNetworks(inputCellOne, inputOne, true);
         logicCircuitManager.AddVisElem(inputOne);
         if (base.RequiresTwoInputs)
         {
             int inputCellTwo = base.InputCellTwo;
             logicCircuitSystem.AddToNetworks(inputCellTwo, inputTwo, true);
             logicCircuitManager.AddVisElem(inputTwo);
         }
         RefreshAnimation();
     }
 }
Esempio n. 11
0
    private void UpdateMissingWireIcon()
    {
        bool show_missing_wire = ShowMissingWireIcon();

        LogicCircuitManager.ToggleNoWireConnected(show_missing_wire, base.gameObject);
    }