public void PowerUpdateResistanceChange() { FlushResistanceAndUp(this.gameObject); if (connectedDevices.Count > 0) { foreach (IElectricityIO ConnectedDevice in connectedDevices) { ConnectedDevice.ResistanceInput(ElectricalSynchronisation.currentTick, 1.11111111f, this.gameObject, null); } ElectricityFunctions.CircuitResistanceLoop(this, this); } }
public void PowerUpdateResistanceChange() { //CircuitSearchLoop (); FlushResistanceAndUp(this.gameObject); //Logger.Log ("eyyp"); if (connectedDevices.Count > 0) { //Logger.Log ("connectedDevices"); foreach (IElectricityIO ConnectedDevice in connectedDevices) { //Logger.Log (ConnectedDevice.ToString () + "yea ConnectedDevice"); ConnectedDevice.ResistanceInput(ElectricalSynchronisation.currentTick, 1.11111111f, this.gameObject, null); } } }