public override void TurnOnSupply() { //Logger.Log("TurnOnSupply"); if (InternalResistance > 0) { foreach (PowerTypeCategory Connecting in ControllingNode.CanConnectTo) { ControllingNode.OverlayInternalResistance(InternalResistance, Connecting); } ElectricalManager.Instance.electricalSync.NUResistanceChange.Add(ControllingNode); } PowerSupplyFunction.TurnOnSupply(this); }
public override void TurnOffSupply() { if (InternalResistance > 0) { foreach (PowerTypeCategory Connecting in ControllingNode.CanConnectTo) { ControllingNode.RestoreResistance(Connecting); } } if (ElectricalManager.Instance?.electricalSync?.NUResistanceChange != null) { ElectricalManager.Instance.electricalSync.NUResistanceChange.Add(ControllingNode); } PowerSupplyFunction.TurnOffSupply(this); }
public override void TurnOffSupply() { if (InternalResistance > 0) { foreach (PowerTypeCategory Connecting in ControllingNode.CanConnectTo) { ControllingNode.RestoreResistance(Connecting); } } // On some transitional scenes like the DontDestroyOnLoad scene, we don't have an ElectricalManager. // We should not try to update it in those cases. if (ElectricalManager.Instance?.electricalSync?.NUResistanceChange != null) { ElectricalManager.Instance.electricalSync.NUResistanceChange.Add(ControllingNode); PowerSupplyFunction.TurnOffSupply(this); } }