//Update the current State of the SMES (sprites and statistics) void UpdateState(bool _isOn) { isOn = _isOn; isOnForInterface = _isOn; if (isOn) { ElectricalSynchronisation.AddSupply(this, ApplianceType); ElectricalSynchronisation.StructureChangeReact = true; ElectricalSynchronisation.ResistanceChange = true; //Potential optimisation ElectricalSynchronisation.CurrentChange = true; Logger.Log("on"); OnOffIndicator.sprite = onlineSprite; chargeIndicator.gameObject.SetActive(true); statusIndicator.gameObject.SetActive(true); int chargeIndex = (currentCharge / 100) * 4; chargeIndicator.sprite = chargeIndicatorSprites [chargeIndex]; if (chargeIndex == 0) { statusIndicator.sprite = statusCriticalSprite; } else { statusIndicator.sprite = statusSupplySprite; } } else { Logger.Log("off"); ChangeToOff = true; OnOffIndicator.sprite = offlineSprite; chargeIndicator.gameObject.SetActive(false); statusIndicator.gameObject.SetActive(false); } }
public static void TurnOnSupply(IElectricityIO Supply) { ElectricalSynchronisation.AddSupply(Supply.InData.ControllingUpdate, Supply.InData.Categorytype); ElectricalSynchronisation.NUStructureChangeReact.Add(Supply.InData.ControllingUpdate); ElectricalSynchronisation.NUResistanceChange.Add(Supply.InData.ControllingUpdate); ElectricalSynchronisation.NUCurrentChange.Add(Supply.InData.ControllingUpdate); }
public static void TurnOnSupply(ModuleSupplyingDevice Supply) { Supply.ControllingNode.Node.Data.ChangeToOff = false; ElectricalSynchronisation.AddSupply(Supply.ControllingNode, Supply.ControllingNode.ApplianceType); ElectricalSynchronisation.NUStructureChangeReact.Add(Supply.ControllingNode); ElectricalSynchronisation.NUResistanceChange.Add(Supply.ControllingNode); ElectricalSynchronisation.NUCurrentChange.Add(Supply.ControllingNode); }
public static void TurnOnSupply(ElectricalOIinheritance Supply) { Supply.Data.ChangeToOff = false; Supply.InData.ControllingDevice.isOnForInterface = true; ElectricalSynchronisation.AddSupply(Supply.InData.ControllingUpdate, Supply.InData.Categorytype); ElectricalSynchronisation.NUStructureChangeReact.Add(Supply.InData.ControllingUpdate); ElectricalSynchronisation.NUResistanceChange.Add(Supply.InData.ControllingUpdate); ElectricalSynchronisation.NUCurrentChange.Add(Supply.InData.ControllingUpdate); }
void UpdateState(bool _isOn) { isOn = _isOn; isOnForInterface = _isOn; if (isOn) { ElectricalSynchronisation.AddSupply(this, ApplianceType); ElectricalSynchronisation.StructureChangeReact = true; ElectricalSynchronisation.ResistanceChange = true; //Potential optimisation ElectricalSynchronisation.CurrentChange = true; Logger.Log("on"); } else { Logger.Log("off"); ChangeToOff = true; } }
void UpdateState(bool _isOn) { isOn = _isOn; if (isOn) { ElectricalSynchronisation.AddSupply(this, ApplianceType); ElectricalSynchronisation.StructureChangeReact = true; ElectricalSynchronisation.ResistanceChange = true; ElectricalSynchronisation.CurrentChange = true; powerSupply.TurnOnSupply(); Logger.Log("on"); } else { Logger.Log("off"); ChangeToOff = true; } }
//Update the current State of the SMES (sprites and statistics) void UpdateState(bool _isOn) { isOn = _isOn; isOnForInterface = _isOn; if (isOn) { ElectricalSynchronisation.AddSupply(this, ApplianceType); ElectricalSynchronisation.StructureChangeReact = true; ElectricalSynchronisation.ResistanceChange = true; //Potential optimisation ElectricalSynchronisation.CurrentChange = true; // Resistance = (1000/((StandardChargeNumber * ChargingMultiplier)/1000)); // powerSupply.PassedDownResistance = Resistance; // powerSupply.CanProvideResistance = true; //powerSupply.TurnOnSupply (0); //Test supply of 3000volts and 20amps, lol yeah Logger.Log("on"); OnOffIndicator.sprite = onlineSprite; chargeIndicator.gameObject.SetActive(true); statusIndicator.gameObject.SetActive(true); int chargeIndex = (currentCharge / 100) * 4; chargeIndicator.sprite = chargeIndicatorSprites [chargeIndex]; if (chargeIndex == 0) { statusIndicator.sprite = statusCriticalSprite; } else { statusIndicator.sprite = statusSupplySprite; } } else { Logger.Log("off"); ChangeToOff = true; OnOffIndicator.sprite = offlineSprite; chargeIndicator.gameObject.SetActive(false); statusIndicator.gameObject.SetActive(false); } }