/// <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 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; }
/// <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 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 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> ///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> ///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; }
public override void ElectricityOutput(float Current, GameObject SourceInstance) { //Logger.Log (CurrentInWire.ToString () + " How much current", Category.Electrical); 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; if (RelatedLine != null) { RelatedLine.UpdateCoveringCable(this); } }
public override void ElectricityOutput(float Current, GameObject SourceInstance) { if (!(SourceInstance == gameObject)) { if (!ElectricalSynchronisation.NUCurrentChange.Contains(InData.ControllingUpdate)) { ElectricalSynchronisation.NUCurrentChange.Add(InData.ControllingUpdate); } } Current = RelatedDevice.ModifyElectricityOutput(Current, SourceInstance); InputOutputFunctions.ElectricityOutput(Current, SourceInstance, this); ElectricityFunctions.WorkOutActualNumbers(this); }
public override void ElectricityOutput(float Current, GameObject SourceInstance) { if (!(SourceInstance == this.gameObject)) { ElectricalSynchronisation.NUCurrentChange.Add(InData.ControllingUpdate); } Current = RelatedDevice.ModifyElectricityOutput(Current, SourceInstance); //Logger.Log (CurrentInWire.ToString () + " How much current", Category.Electrical); if (Current != 0) { 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 override void ElectricityOutput(float Current, GameObject SourceInstance) { Current = InData.ControllingDevice.ModifyElectricityOutput(Current, SourceInstance); InputOutputFunctions.ElectricityOutput(Current, SourceInstance, this); ElectricityFunctions.WorkOutActualNumbers(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) { Logger.Log("oh man?"); InputOutputFunctions.ElectricityOutput(Current, SourceInstance, this); ElectricityFunctions.WorkOutActualNumbers(this); }