public void ResistancyOutput(int tick, GameObject SourceInstance) { int SourceInstanceID = SourceInstance.GetInstanceID(); float Resistance = ElectricityFunctions.WorkOutResistance(Data.ResistanceComingFrom [SourceInstanceID]); InputOutputFunctions.ResistancyOutput(tick, Resistance, SourceInstance, this); }
public override void DirectionInput(GameObject SourceInstance, ElectricalOIinheritance ComingFrom, CableLine PassOn = null) { InputOutputFunctions.DirectionInput(SourceInstance, ComingFrom, this); if (PassOn == null) { if (RelatedLine != null) { //if (RelatedLine.TheEnd == this.GetComponent<ElectricalOIinheritance> ()) { // //Logger.Log ("looc"); //} else if (RelatedLine.TheStart == this.GetComponent<ElectricalOIinheritance> ()) { // //Logger.Log ("cool"); //} else { // //Logger.Log ("hELP{!!!"); //} } else { if (!(Data.connections.Count > 2)) { RelatedLine = new CableLine(); if (RelatedLine == null) { Logger.Log("DirectionInput: RelatedLine is null.", Category.Power); } RelatedLine.InitialGenerator = SourceInstance; RelatedLine.TheStart = this; lineExplore(RelatedLine, SourceInstance); if (RelatedLine.TheEnd == null) { RelatedLine = null; } } } } }
/// <summary> ///The function for out putting current into other nodes (Basically doing ElectricityInput On another one) /// </summary> public virtual void ElectricityOutput(float Current, GameObject SourceInstance) { //SourceInstance.GetComponent<ElectricalOIinheritance>(); //Logger.Log("oh man?"); InputOutputFunctions.ElectricityOutput(Current, SourceInstance, this); ElectricityFunctions.WorkOutActualNumbers(this); }
public static void CircuitSearchLoop(ElectricalOIinheritance Thiswire) { //Logger.Log("CircuitSearchLoop Enter", Category.Electrical); GameObject GameObject = Thiswire.GameObject(); if (GameObject == null) { return; } InputOutputFunctions.DirectionOutput(GameObject, Thiswire); bool Break = true; while (Break) { UesAlternativeDirectionWorkOnNextList = false; DOCircuitSearchLoop(GameObject, _DirectionWorkOnNextList, _DirectionWorkOnNextListWait); UesAlternativeDirectionWorkOnNextList = true; DOCircuitSearchLoop(GameObject, DirectionWorkOnNextList, DirectionWorkOnNextListWait); if (DirectionWorkOnNextList.Count <= 0 & DirectionWorkOnNextListWait.Count <= 0 & _DirectionWorkOnNextList.Count <= 0 & _DirectionWorkOnNextListWait.Count <= 0) { //Logger.Log ("CircuitSearchLoop stop!", Category.Electrical ); Break = false; } } }
public static void CircuitSearchLoop(IElectricityIO Thiswire, IProvidePower ProvidingPower) { InputOutputFunctions.DirectionOutput(ElectricalSynchronisation.currentTick, Thiswire.GameObject(), Thiswire); bool Break = true; List <IElectricityIO> IterateDirectionWorkOnNextList = new List <IElectricityIO> (); while (Break) { IterateDirectionWorkOnNextList = new List <IElectricityIO> (ProvidingPower.DirectionWorkOnNextList); ProvidingPower.DirectionWorkOnNextList.Clear(); for (int i = 0; i < IterateDirectionWorkOnNextList.Count; i++) { IterateDirectionWorkOnNextList [i].DirectionOutput(ElectricalSynchronisation.currentTick, Thiswire.GameObject()); } if (ProvidingPower.DirectionWorkOnNextList.Count <= 0) { IterateDirectionWorkOnNextList = new List <IElectricityIO> (ProvidingPower.DirectionWorkOnNextListWait); ProvidingPower.DirectionWorkOnNextListWait.Clear(); for (int i = 0; i < IterateDirectionWorkOnNextList.Count; i++) { IterateDirectionWorkOnNextList [i].DirectionOutput(ElectricalSynchronisation.currentTick, Thiswire.GameObject()); } } if (ProvidingPower.DirectionWorkOnNextList.Count <= 0 && ProvidingPower.DirectionWorkOnNextListWait.Count <= 0) { //Logger.Log ("stop!"); Break = false; } } }
public override void DirectionOutput(GameObject SourceInstance) { int SourceInstanceID = SourceInstance.GetInstanceID(); //Logger.Log (this.gameObject.GetInstanceID().ToString() + " <ID | Downstream = "+Data.Downstream[SourceInstanceID].Count.ToString() + " Upstream = " + Data.Upstream[SourceInstanceID].Count.ToString () + this.name + " < name! ", Category.Electrical); if (RelatedLine == null) { InputOutputFunctions.DirectionOutput(SourceInstance, this); } else { IElectricityIO GoingTo; if (RelatedLine.TheEnd == this.GetComponent <IElectricityIO> ()) { GoingTo = RelatedLine.TheStart; } else if (RelatedLine.TheStart == this.GetComponent <IElectricityIO> ()) { GoingTo = RelatedLine.TheEnd; } else { GoingTo = null; return; } if (!(Data.Upstream.ContainsKey(SourceInstanceID))) { Data.Upstream[SourceInstanceID] = new HashSet <IElectricityIO>(); } if (!(Data.Downstream.ContainsKey(SourceInstanceID))) { Data.Downstream[SourceInstanceID] = new HashSet <IElectricityIO>(); } if (GoingTo != null) { //Logger.Log ("to" + GoingTo.GameObject ().name);///wow } foreach (IElectricityIO bob in Data.Upstream[SourceInstanceID]) { //Logger.Log("Upstream" + bob.GameObject ().name ); } if (!(Data.Downstream [SourceInstanceID].Contains(GoingTo) || Data.Upstream [SourceInstanceID].Contains(GoingTo))) { Data.Downstream [SourceInstanceID].Add(GoingTo); RelatedLine.DirectionInput(SourceInstance, this); } else { InputOutputFunctions.DirectionOutput(SourceInstance, this, RelatedLine); } } Data.DownstreamCount = Data.Downstream[SourceInstanceID].Count; Data.UpstreamCount = Data.Upstream[SourceInstanceID].Count; }
/// <summary> /// Sets the upstream /// </summary> public virtual void DirectionInput(GameObject SourceInstance, ElectricalOIinheritance ComingFrom, CableLine PassOn = null) { if (Logall) { Logger.Log("this > " + this + "DirectionInput SourceInstance > " + SourceInstance + " ComingFrom > " + ComingFrom + " PassOn > " + PassOn, Category.Electrical); } InputOutputFunctions.DirectionInput(SourceInstance, ComingFrom, this); }
public override void ResistancyOutput(GameObject SourceInstance) { int SourceInstanceID = SourceInstance.GetInstanceID(); float Resistance = ElectricityFunctions.WorkOutResistance(Data.ResistanceComingFrom[SourceInstanceID]); Resistance = RelatedDevice.ModifyResistancyOutput(Resistance, SourceInstance); InputOutputFunctions.ResistancyOutput(Resistance, SourceInstance, this); }
/// <summary> /// Inputs a current from a device, with the supply /// </summary> public virtual void ElectricityInput(float Current, GameObject SourceInstance, ElectricalOIinheritance ComingFrom) { if (Logall) { Logger.Log("this > " + this + "ElectricityInput, Current > " + Current + " SourceInstance > " + SourceInstance + " ComingFrom > " + ComingFrom, Category.Electrical); } InputOutputFunctions.ElectricityInput(Current, SourceInstance, ComingFrom, this); }
/// <summary> /// Pass resistance with GameObject of the Machine it is heading toward /// </summary> public virtual void ResistanceInput(float Resistance, GameObject SourceInstance, ElectricalOIinheritance ComingFrom) { if (Logall) { Logger.Log("this > " + this + "ResistanceInput, Resistance > " + Resistance + " SourceInstance > " + SourceInstance + " ComingFrom > " + ComingFrom, Category.Electrical); } InputOutputFunctions.ResistanceInput(Resistance, SourceInstance, ComingFrom, this); }
///// <summary> ///// Sets the upstream ///// </summary> public virtual void DirectionInput(ElectricalOIinheritance SourceInstance, IntrinsicElectronicData ComingFrom, CableLine PassOn = null) { if (Logall) { Logger.Log("this > " + this + "DirectionInput SourceInstance > " + SourceInstance + " ComingFrom > " + ComingFrom + " PassOn > " + PassOn, Category.Electrical); } InputOutputFunctions.DirectionInput(SourceInstance, ComingFrom, InData); }
public override void ResistancyOutput(GameObject SourceInstance) { int SourceInstanceID = SourceInstance.GetInstanceID(); float Resistance = ElectricityFunctions.WorkOutResistance(Data.SupplyDependent[SourceInstanceID].ResistanceComingFrom); Resistance = InData.ControllingDevice.ModifyResistancyOutput(Resistance, SourceInstance); InputOutputFunctions.ResistancyOutput(Resistance, SourceInstance, this); }
/// <summary> ///The function for out putting current into other nodes (Basically doing ElectricityInput On another one) /// </summary> public virtual void ElectricityOutput(float Current, GameObject SourceInstance) { if (Logall) { Logger.Log("this > " + this + "ElectricityOutput, Current > " + Current + " SourceInstance > " + SourceInstance, Category.Electrical); } InputOutputFunctions.ElectricityOutput(Current, SourceInstance, this); }
public void ElectricityOutput(int tick, float Current, GameObject SourceInstance) { InputOutputFunctions.ElectricityOutput(tick, Current, SourceInstance, this); Data.ActualCurrentChargeInWire = ElectricityFunctions.WorkOutActualNumbers(this); Data.CurrentInWire = Data.ActualCurrentChargeInWire.Current; Data.ActualVoltage = Data.ActualCurrentChargeInWire.Voltage; Data.EstimatedResistance = Data.ActualCurrentChargeInWire.EstimatedResistant; }
public override void ElectricityOutput(float Current, GameObject SourceInstance) { //Logger.Log (Current.ToString () + " How much current", Category.Electrical); InputOutputFunctions.ElectricityOutput(Current, SourceInstance, this); if (ControllingCable != null) { ElectricalSynchronisation.CableUpdates.Add(ControllingCable); } }
public override void ResistancyOutput(ResistanceWrap Resistance, ElectricalOIinheritance SourceInstance) { Resistance = InData.ControllingDevice.ModifyResistancyOutput(Resistance, SourceInstance); if (Logall) { Logger.Log("this > " + this + "ResistancyOutput, Resistance > " + Resistance + " SourceInstance > " + SourceInstance, Category.Electrical); } InputOutputFunctions.ResistancyOutput(Resistance, SourceInstance, InData); }
public void DirectionOutput(int tick, GameObject SourceInstance) { InputOutputFunctions.DirectionOutput(tick, SourceInstance, this); int SourceInstanceID = SourceInstance.GetInstanceID(); Data.DownstreamCount = Data.Downstream[SourceInstanceID].Count; Data.UpstreamCount = Data.Upstream[SourceInstanceID].Count; //Logger.Log (this.gameObject.GetInstanceID().ToString() + " <ID | Downstream = "+Downstream[SourceInstanceID].Count.ToString() + " Upstream = " + Upstream[SourceInstanceID].Count.ToString (), Category.Electrical); }
/// <summary> /// Passes it on to the next cable /// </summary> public virtual void ResistancyOutput(ResistanceWrap Resistance, ElectricalOIinheritance SourceInstance) { if (Logall) { Logger.Log("this > " + this + "ResistancyOutput, Resistance > " + Resistance + " SourceInstance > " + SourceInstance, Category.Electrical); } InputOutputFunctions.ResistancyOutput(Resistance, SourceInstance, InData); }
public override void ResistancyOutput(GameObject SourceInstance) { //Logger.Log (SourceInstance.GetInstanceID().ToString() + " < Receive | is > " + this.gameObject.GetInstanceID().ToString() ); if (!(SourceInstance == this.gameObject)) { int SourceInstanceID = SourceInstance.GetInstanceID(); float Resistance = ElectricityFunctions.WorkOutResistance(Data.ResistanceComingFrom[SourceInstanceID]); InputOutputFunctions.ResistancyOutput(Resistance, SourceInstance, this); } }
/// <summary> /// Sets the downstream and pokes the next one along /// </summary> public virtual void DirectionOutput(GameObject SourceInstance) { int SourceInstanceID = SourceInstance.GetInstanceID(); InputOutputFunctions.DirectionOutput(SourceInstance, this); if (Logall) { Logger.Log("this > " + this + "DirectionOutput " + this.gameObject + " <ID | Downstream = " + Data.SupplyDependent[SourceInstanceID].Downstream.Count + " Upstream = " + Data.SupplyDependent[SourceInstanceID].Upstream.Count + "connections " + (string.Join(",", Data.connections)), Category.Electrical); } }
public override void ElectricityOutput(VIRCurrent Current, ElectricalOIinheritance SourceInstance) { Current = InData.ControllingDevice.ModifyElectricityOutput(Current, SourceInstance); if (Logall) { Logger.Log("this > " + this + "ElectricityOutput, Current > " + Current + " SourceInstance > " + SourceInstance, Category.Electrical); } InputOutputFunctions.ElectricityOutput(Current, SourceInstance, InData); }
/// <summary> /// Passes it on to the next cable /// </summary> public virtual void ResistancyOutput(GameObject SourceInstance) { float Resistance = ElectricityFunctions.WorkOutResistance(Data.SupplyDependent[SourceInstance.GetInstanceID()].ResistanceComingFrom); if (Logall) { Logger.Log("this > " + this + "ResistancyOutput, Resistance > " + Resistance + " SourceInstance > " + SourceInstance, Category.Electrical); } InputOutputFunctions.ResistancyOutput(Resistance, SourceInstance, this); }
/// <summary> ///The function for out putting current into other nodes (Basically doing ElectricityInput On another one) /// </summary> public virtual void ElectricityOutput(VIRCurrent Current, ElectricalOIinheritance SourceInstance) { if (Logall) { Logger.Log("this > " + this + "ElectricityOutput, Current > " + Current + " SourceInstance > " + SourceInstance, Category.Electrical); } InputOutputFunctions.ElectricityOutput(Current, SourceInstance, InData); }
/// <summary> /// Sets the downstream and pokes the next one along /// </summary> public virtual void DirectionOutput(ElectricalOIinheritance SourceInstance) { if (Present != null) { Present.DirectionOutput(SourceInstance); } else { InputOutputFunctions.DirectionOutput(SourceInstance, this); } }
/// <summary> /// Sets the upstream /// </summary> public virtual void DirectionInput(ElectricalOIinheritance SourceInstance, IntrinsicElectronicData ComingFrom, CableLine PassOn = null) { if (Present != null) { Present.DirectionInput(SourceInstance, ComingFrom); } else { InputOutputFunctions.DirectionInput(SourceInstance, ComingFrom, this); } }
/// <summary> /// Passes it on to the next cable /// </summary> public virtual void ResistancyOutput(ResistanceWrap Resistance, ElectricalOIinheritance SourceInstance) { if (Present != null) { Present.ResistancyOutput(Resistance, SourceInstance); } else { InputOutputFunctions.ResistancyOutput(Resistance, SourceInstance, this); } }
/// <summary> ///The function for out putting current into other nodes (Basically doing ElectricityInput On another one) /// </summary> public virtual void ElectricityOutput(VIRCurrent Current, ElectricalOIinheritance SourceInstance) { if (Present != null) { Present.ElectricityOutput(Current, SourceInstance); } else { InputOutputFunctions.ElectricityOutput(Current, SourceInstance, this); } }
public override void ElectricityOutput(float Current, GameObject SourceInstance) { if (!(SourceInstance == this.gameObject)) { ElectricalSynchronisation.NUCurrentChange.Add(InData.ControllingUpdate); } InputOutputFunctions.ElectricityOutput(Current, SourceInstance, this); Data.ActualCurrentChargeInWire = ElectricityFunctions.WorkOutActualNumbers(this); Data.CurrentInWire = Data.ActualCurrentChargeInWire.Current; Data.ActualVoltage = Data.ActualCurrentChargeInWire.Voltage; Data.EstimatedResistance = Data.ActualCurrentChargeInWire.EstimatedResistant; }
public void ElectricityOutput(int tick, float Current, GameObject SourceInstance) { Current = RelatedDevice.ModifyElectricityOutput(tick, Current, SourceInstance); //Logger.Log (CurrentInWire.ToString () + " How much current", Category.Electrical); if (Current != 0) { InputOutputFunctions.ElectricityOutput(tick, Current, SourceInstance, this); } Data.ActualCurrentChargeInWire = ElectricityFunctions.WorkOutActualNumbers(this); Data.CurrentInWire = Data.ActualCurrentChargeInWire.Current; Data.ActualVoltage = Data.ActualCurrentChargeInWire.Voltage; Data.EstimatedResistance = Data.ActualCurrentChargeInWire.EstimatedResistant; }
/// <summary> /// Inputs a current from a device, with the supply /// </summary> public virtual void ElectricityInput(VIRCurrent Current, ElectricalOIinheritance SourceInstance, IntrinsicElectronicData ComingFrom) { if (Logall) { Logger.Log("this > " + this + "ElectricityInput, Current > " + Current + " SourceInstance > " + SourceInstance + " ComingFrom > " + ComingFrom, Category.Electrical); } InputOutputFunctions.ElectricityInput(Current, SourceInstance, ComingFrom, InData); }