protected override void OnSpawn() { base.OnSpawn(); _spawned = true; Debug.Log($"[MultiIO] ConduitIO.OnSpawn() -> ConduitType: {ConduitType.ToString()} CellOffset: {CellOffset.x + "," + CellOffset.y}"); portCell = GetPortCell(); MultiIOExtensions.RegisterPort(portCell, this); //Register an event listener for any changes to the grid at the location of this port. ScenePartitionerLayer layer = GameScenePartitioner.Instance.objectLayers[(int)GetConduitObjectLayer()]; partitionerEntry = GameScenePartitioner.Instance.Add("ConduitIO.OnSpawn", _parent, portCell, layer, delegate { UpdateConduitExistsStatus(); }); //Register this conduit to the relevant network. Allows the network to determine flow direction. IUtilityNetworkMgr networkManager = GetNetworkManager(); _networkItem = new FlowUtilityNetwork.NetworkItem(ConduitType, EndpointType, portCell, _parent); networkManager.AddToNetworks(portCell, _networkItem, EndpointType != Endpoint.Conduit); if (UseConduitUpdater) { GetConduitManager().AddConduitUpdater(ConduitTick, FlowPriority); } UpdateConduitExistsStatus(true); }
protected override void OnSpawn() { base.OnSpawn(); fuel_tag = SimHashes.Petroleum.CreateTag(); fuel_consumer = base.gameObject.AddComponent <ConduitConsumer>(); fuel_consumer.conduitType = portInfo.conduitType; fuel_consumer.consumptionRate = 10f; fuel_consumer.capacityTag = fuel_tag; fuel_consumer.wrongElementResult = ConduitConsumer.WrongElementResult.Dump; fuel_consumer.forceAlwaysSatisfied = true; fuel_consumer.capacityKG = 100f; fuel_consumer.useSecondaryInput = true; RequireInputs requireInputs = base.gameObject.AddComponent <RequireInputs>(); requireInputs.conduitConsumer = fuel_consumer; requireInputs.SetRequirements(false, true); int cell = Grid.PosToCell(base.transform.GetPosition()); CellOffset rotatedOffset = building.GetRotatedOffset(portInfo.offset); secondaryInputCell = Grid.OffsetCell(cell, rotatedOffset); IUtilityNetworkMgr networkManager = Conduit.GetNetworkManager(portInfo.conduitType); flowNetworkItem = new FlowUtilityNetwork.NetworkItem(portInfo.conduitType, Endpoint.Sink, secondaryInputCell, base.gameObject); networkManager.AddToNetworks(secondaryInputCell, flowNetworkItem, true); fuel_meter = new MeterController(GetComponent <KBatchedAnimController>(), "meter_target_1", "meter_petrol", Meter.Offset.Infront, Grid.SceneLayer.NoLayer, Vector3.zero, "meter_target_1"); o2_meter = new MeterController(GetComponent <KBatchedAnimController>(), "meter_target_2", "meter_oxygen", Meter.Offset.Infront, Grid.SceneLayer.NoLayer, Vector3.zero, "meter_target_2"); base.smi.StartSM(); }
protected override void OnSpawn() { base.OnSpawn(); oxygenOutputCell = building.GetUtilityOutputCell(); int cell = Grid.PosToCell(transform.GetPosition()); CellOffset rotatedOffset = building.GetRotatedOffset(portInfo.offset); hydrogenOutputCell = Grid.OffsetCell(cell, rotatedOffset); IUtilityNetworkMgr networkManager = Conduit.GetNetworkManager(portInfo.conduitType); hydrogenOutputItem = new FlowUtilityNetwork.NetworkItem(portInfo.conduitType, Endpoint.Source, hydrogenOutputCell, gameObject); networkManager.AddToNetworks(hydrogenOutputCell, hydrogenOutputItem, true); WaterAccumulator = Game.Instance.accumulators.Add("ElementsConsumed", this); OxygenAccumulator = Game.Instance.accumulators.Add("OutputElements", this); HydrogenAccumulator = Game.Instance.accumulators.Add("OutputElements", this); KBatchedAnimController batchedAnimController = GetComponent <KBatchedAnimController>(); if (hasMeter) { meter = new MeterController(batchedAnimController, "U2H_meter_target", "meter", Meter.Offset.Behind, Grid.SceneLayer.NoLayer, new Vector3(-0.4f, 0.5f, -0.1f), "U2H_meter_target", "U2H_meter_tank", "U2H_meter_waterbody", "U2H_meter_level"); } smi.StartSM(); UpdateMeter(); Tutorial.Instance.oxygenGenerators.Add(gameObject); }
protected override void OnSpawn() { base.OnSpawn(); this.utilityCell = this.GetInputCell(); IUtilityNetworkMgr networkManager = Conduit.GetNetworkManager(this.conduitType); this.networkItem = new FlowUtilityNetwork.NetworkItem(this.conduitType, Endpoint.Sink, this.utilityCell, base.gameObject); networkManager.AddToNetworks(this.utilityCell, this.networkItem, true); ScenePartitionerLayer layer = GameScenePartitioner.Instance.objectLayers[(this.conduitType != ConduitType.Gas) ? 16 : 12]; this.partitionerEntry = GameScenePartitioner.Instance.Add("ConduitConsumer.OnSpawn", base.gameObject, this.utilityCell, layer, new Action <object>(this.OnConduitConnectionChanged)); this.GetConduitManager().AddConduitUpdater(new Action <float>(this.ConduitUpdate), ConduitFlowPriority.Default); this.OnConduitConnectionChanged(null); }
protected override void OnSpawn() { base.OnSpawn(); Building component = GetComponent <Building>(); inputCell = component.GetUtilityInputCell(); outputCell = component.GetUtilityOutputCell(); int cell = Grid.PosToCell(base.transform.GetPosition()); CellOffset rotatedOffset = component.GetRotatedOffset(portInfo.offset); int cell2 = Grid.OffsetCell(cell, rotatedOffset); Conduit.GetFlowManager(portInfo.conduitType).AddConduitUpdater(ConduitUpdate, ConduitFlowPriority.Default); IUtilityNetworkMgr networkManager = Conduit.GetNetworkManager(portInfo.conduitType); secondaryInput = new FlowUtilityNetwork.NetworkItem(portInfo.conduitType, Endpoint.Sink, cell2, base.gameObject); networkManager.AddToNetworks(secondaryInput.Cell, secondaryInput, true); }
protected override void OnSpawn() { base.OnSpawn(); Building component = GetComponent <Building>(); inputCell = component.GetUtilityInputCell(); outputCell = component.GetUtilityOutputCell(); secondaryOutputCell = Grid.OffsetCell(Grid.PosToCell(transform.GetPosition()), component.GetRotatedOffset(SecondaryPort.offset)); var secondOutput = new FlowUtilityNetwork.NetworkItem(SecondaryPort.conduitType, Endpoint.Source, secondaryOutputCell, gameObject); IUtilityNetworkMgr networkManager = Conduit.GetNetworkManager(SecondaryPort.conduitType); networkManager.AddToNetworks(secondaryOutputCell, (object)secondOutput, true); Conduit.GetFlowManager(type).AddConduitUpdater(ConduitUpdate); }
protected override void OnSpawn() { base.OnSpawn(); inputCell = building.GetUtilityInputCell(); outputCell = building.GetUtilityOutputCell(); int cell = Grid.PosToCell(base.transform.GetPosition()); CellOffset rotatedOffset = building.GetRotatedOffset(portInfo.offset); filteredCell = Grid.OffsetCell(cell, rotatedOffset); IUtilityNetworkMgr networkManager = Conduit.GetNetworkManager(portInfo.conduitType); itemFilter = new FlowUtilityNetwork.NetworkItem(portInfo.conduitType, Endpoint.Source, filteredCell, base.gameObject); networkManager.AddToNetworks(filteredCell, itemFilter, true); GetComponent <ConduitConsumer>().isConsuming = false; OnFilterChanged(filterable.SelectedTag); filterable.onFilterChanged += OnFilterChanged; ConduitFlow flowManager = Conduit.GetFlowManager(portInfo.conduitType); flowManager.AddConduitUpdater(OnConduitTick, ConduitFlowPriority.Default); GetComponent <KSelectable>().SetStatusItem(Db.Get().StatusItemCategories.Main, filterStatusItem, this); UpdateConduitExistsStatus(); UpdateConduitBlockedStatus(); ScenePartitionerLayer scenePartitionerLayer = null; switch (portInfo.conduitType) { case ConduitType.Gas: scenePartitionerLayer = GameScenePartitioner.Instance.gasConduitsLayer; break; case ConduitType.Liquid: scenePartitionerLayer = GameScenePartitioner.Instance.liquidConduitsLayer; break; case ConduitType.Solid: scenePartitionerLayer = GameScenePartitioner.Instance.solidConduitsLayer; break; } if (scenePartitionerLayer != null) { partitionerEntry = GameScenePartitioner.Instance.Add("ElementFilterConduitExists", base.gameObject, filteredCell, scenePartitionerLayer, delegate { UpdateConduitExistsStatus(); }); } }
protected override void OnSpawn() { base.OnSpawn(); var building = base.GetComponent <Building>(); this.utilityCell = building.GetCellWithOffset(building.Orientation == Orientation.Neutral ? this.conduitOffset : this.conduitOffsetFlipped); IUtilityNetworkMgr networkManager = Conduit.GetNetworkManager(this.conduitType); this.networkItem = new FlowUtilityNetwork.NetworkItem(this.conduitType, Endpoint.Source, this.utilityCell, base.gameObject); networkManager.AddToNetworks(this.utilityCell, this.networkItem, true); ScenePartitionerLayer layer = GameScenePartitioner.Instance.objectLayers[(this.conduitType != ConduitType.Gas) ? 16 : 12]; this.partitionerEntry = GameScenePartitioner.Instance.Add("ConduitConsumer.OnSpawn", base.gameObject, this.utilityCell, layer, new Action <object>(this.OnConduitConnectionChanged)); this.GetConduitManager().AddConduitUpdater(new Action <float>(this.ConduitUpdate), ConduitFlowPriority.Default); this.OnConduitConnectionChanged(null); }
protected override void OnSpawn() { base.OnSpawn(); //base.smi.StartSM(); this.inputCell = this.building.GetUtilityInputCell(); this.outputCell = this.building.GetUtilityOutputCell(); int cell = Grid.PosToCell(base.transform.GetPosition()); CellOffset rotatedOffset = this.building.GetRotatedOffset(this.portInfo.offset); this.sInputCell = Grid.OffsetCell(cell, rotatedOffset); IUtilityNetworkMgr networkManager = Conduit.GetNetworkManager(this.portInfo.conduitType); this.itemSInput = new FlowUtilityNetwork.NetworkItem(this.portInfo.conduitType, Endpoint.Sink, this.sInputCell, base.gameObject); networkManager.AddToNetworks(this.sInputCell, this.itemSInput, true); base.GetComponent <ConduitConsumer>().isConsuming = false; //this.OnFilterChanged(ElementLoader.FindElementByHash(this.filteredElem).tag); //this.filterable.onFilterChanged += this.OnFilterChanged; ConduitFlow flowManager = Conduit.GetFlowManager(this.portInfo.conduitType); flowManager.AddConduitUpdater(this.OnConduitTick, ConduitFlowPriority.Default); //base.GetComponent<KSelectable>().SetStatusItem(Db.Get().StatusItemCategories.Main, ElementFilter.filterStatusItem, this); }