private void Connect() { if (connected) { return; } LogicCircuitManager logicCircuitManager = Game.Instance.logicCircuitManager; UtilityNetworkManager <LogicCircuitNetwork, LogicWire> logicCircuitSystem = Game.Instance.logicCircuitSystem; connected = true; int outputCellOne = OutputCellOne; logicCircuitSystem.AddToNetworks(outputCellOne, this, true); outputOne = new LogicPortVisualizer(outputCellOne, LogicPortSpriteType.RibbonOutput); logicCircuitManager.AddVisElem(outputOne); int inputCellOne = InputCellOne; logicCircuitSystem.AddToNetworks(inputCellOne, inputOne, true); logicCircuitManager.AddVisElem((ILogicUIElement)inputOne); if (RequiresTwoInputs) { int inputCellTwo = InputCellTwo; logicCircuitSystem.AddToNetworks(inputCellTwo, inputTwo, true); logicCircuitManager.AddVisElem((ILogicUIElement)inputTwo); } RefreshAnimation(); }
private void Connect() { if (!connected) { LogicCircuitManager logicCircuitManager = Game.Instance.logicCircuitManager; UtilityNetworkManager <LogicCircuitNetwork, LogicWire> logicCircuitSystem = Game.Instance.logicCircuitSystem; connected = true; int outputCell = base.OutputCell; logicCircuitSystem.AddToNetworks(outputCell, this, true); output = new LogicPortVisualizer(outputCell, LogicPortSpriteType.Output); logicCircuitManager.AddVisElem(output); int inputCellOne = base.InputCellOne; logicCircuitSystem.AddToNetworks(inputCellOne, inputOne, true); logicCircuitManager.AddVisElem(inputOne); if (base.RequiresTwoInputs) { int inputCellTwo = base.InputCellTwo; logicCircuitSystem.AddToNetworks(inputCellTwo, inputTwo, true); logicCircuitManager.AddVisElem(inputTwo); } RefreshAnimation(); } }