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; } }
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(); }