示例#1
0
    public void CheckingStorage()
    {
        if (rm.GetEnergy() >= rm.GetMaxcapacity())
        {
            esc.GetEnergyStorage().SetCurrentCapacity(esc.GetEnergyStorage().GetCurrentCapacity() + rm.GetMaxcapacity());

            escV.SetStorageLevel(esc.GetEnergyStorage().GetCurrentCapacity());

            rm.SetEnergy(rm.GetEnergy() - rm.GetMaxcapacity());
        }

        if (esc.GetEnergyStorage().GetCurrentCapacity() >= rm.GetMaxcapacity())
        {
            esc.GetEnergyStorage().SetOkToDistribute(true);
            esc.GetEnergyStorage().SetMaxCapacityReached(false);

            green.enabled = true;

            red.enabled = false;
        }

        else
        {
            esc.GetEnergyStorage().SetOkToDistribute(false);

            red.enabled = true;

            green.enabled = false;
        }
    }
示例#2
0
    void Awake()
    {
        //Talk to Matt about replacing these 2 lines(ReactorView is not MonoBehaviour)
        Text energy  = GameObject.Find("energyLevel").GetComponent <Text>();
        Text storage = GameObject.Find("energyStorageLevel").GetComponent <Text>();

        rm   = new ReactorModel();
        esc  = new EnergyStorageController();
        escV = new EnergyStorageVIew(storage);
        rv   = new ReactorView(energy);

        esc.GetEnergyStorage();
    }
 public void SetStorageLevel(float storageLevel)
 {
     this.storageLevel.text = "Current storage level: " + storageLevel + " / " + esc.GetEnergyStorage().GetMaxCapacity();
 }