Esempio n. 1
0
        /// <summary>
        ///   Called by Unity API for every physics update.
        /// </summary>
        public void FixedUpdate()
        {
            try
            {
                base.OnFixedUpdate();

                if (_electricCharge == null ||
                    _resourceConverter == null)
                {
                    DebugLog(m: "Something is null");
                    return; // already checked for this in OnStart()
                }

                CurrentCharge = _electricCharge.amount / _electricCharge.maxAmount * 100; // compute current EC, in percent
                DebugLog(m: $"Current Charge = {CurrentCharge:F2}");

                if (!GameSettings.ADVANCED_TWEAKABLES ||
                    !Automatic)
                {
                    DebugLog(m: "Automatic Disabled");
                    return; // don't do anything in manual operation
                }

                if (CurrentCharge <= Thresholds.x &&
                    !_resourceConverter.IsActivated)
                {
                    DebugLog(m: "Starting Fuel Cell");
                    _resourceConverter.StartResourceConverterAction(param: null); // turn on if below minimum setting
                }
                else if (CurrentCharge >= Thresholds.y &&
                         _resourceConverter.IsActivated)
                {
                    DebugLog(m: "Stopping Fuel Cell");
                    _resourceConverter.StopResourceConverterAction(param: null); // automatically turn off if above maximum setting
                }
            }
            catch (Exception e) { DebugLog(m: e); }
        }
Esempio n. 2
0
 public void ActionShutdown(KSPActionParam param)
 {
     //Call Build-in action
     currentConverter.StopResourceConverterAction(param);
 }