/// <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); }
//What is the purpose of inline device, It is to modify current, resistance going over the device E.G a Transformer For any other device that can be thought of public override void ResistanceInput(ResistanceWrap Resistance, ElectricalOIinheritance SourceInstance, IntrinsicElectronicData ComingFrom) { Resistance = InData.ControllingDevice.ModifyResistanceInput(Resistance, SourceInstance, ComingFrom); if (Logall) { Logger.Log("this > " + this + "ResistanceInput, Resistance > " + Resistance + " SourceInstance > " + SourceInstance + " ComingFrom > " + ComingFrom, Category.Electrical); } InputOutputFunctions.ResistanceInput(Resistance, SourceInstance, ComingFrom, InData); }
/// <summary> /// Pass resistance with GameObject of the Machine it is heading toward /// </summary> public virtual void ResistanceInput(ResistanceWrap Resistance, ElectricalOIinheritance SourceInstance, IntrinsicElectronicData ComingFrom) { if (Logall) { Logger.Log("this > " + this + "ResistanceInput, Resistance > " + Resistance + " SourceInstance > " + SourceInstance + " ComingFrom > " + ComingFrom, Category.Electrical); } InputOutputFunctions.ResistanceInput(Resistance, SourceInstance, ComingFrom, InData); }
/// <summary> /// Pass resistance with GameObject of the Machine it is heading toward /// </summary> public virtual void ResistanceInput(ResistanceWrap Resistance, ElectricalOIinheritance SourceInstance, IntrinsicElectronicData ComingFrom) { if (Present != null) { Present.ResistanceInput(Resistance, SourceInstance, ComingFrom); } else { InputOutputFunctions.ResistanceInput(Resistance, SourceInstance, ComingFrom, this); } }
public void ResistanceInput(int tick, float Resistance, GameObject SourceInstance, IElectricityIO ComingFrom) { Resistance = RelatedDevice.ModifyResistanceInput(tick, Resistance, SourceInstance, ComingFrom); InputOutputFunctions.ResistanceInput(tick, Resistance, SourceInstance, ComingFrom, this); }
public void ResistanceInput(int tick, float Resistance, GameObject SourceInstance, IElectricityIO ComingFrom) { InputOutputFunctions.ResistanceInput(tick, Resistance, SourceInstance, ComingFrom, this); }
public override void ResistanceInput(float Resistance, GameObject SourceInstance, ElectricalOIinheritance ComingFrom) { Resistance = InData.ControllingDevice.ModifyResistanceInput(Resistance, SourceInstance, ComingFrom); InputOutputFunctions.ResistanceInput(Resistance, SourceInstance, ComingFrom, this); }
public virtual void ResistanceInput(float Resistance, GameObject SourceInstance, IElectricityIO ComingFrom) { InputOutputFunctions.ResistanceInput(Resistance, SourceInstance, ComingFrom, this); }
public void ResistanceInput(int tick, float Resistance, GameObject SourceInstance, IElectricityIO ComingFrom) { //Logger.Log ("Resistances in pro y poewqe > " + Resistance.ToString () + GameObject().name.ToString()); InputOutputFunctions.ResistanceInput(tick, Resistance, SourceInstance, ComingFrom, this); }