public override void PowerUpdateCurrentChange() { if (ControllingNode.Node.Data.SupplyDependent[ControllingNode.Node.gameObject.GetInstanceID()].ResistanceComingFrom.Count > 0) { if (!(SlowResponse && PullingWatts == 0)) { ControllingNode.Node.FlushSupplyAndUp(ControllingNode.Node.gameObject); //Room for optimisation CircuitResistance = ElectricityFunctions.WorkOutResistance(ControllingNode.Node.Data.SupplyDependent[ControllingNode.Node.gameObject.GetInstanceID()].ResistanceComingFrom); // //!! VoltageAtChargePort = ElectricityFunctions.WorkOutVoltageFromConnector(ControllingNode.Node, ResistanceSourceModule.ReactionTo.ConnectingDevice); VoltageAtSupplyPort = ElectricityFunctions.WorkOutVoltageFromConnectors(ControllingNode.Node, ControllingNode.CanConnectTo); BatteryCalculation.PowerUpdateCurrentChange(this); if (current != Previouscurrent) { if (Previouscurrent == 0 && !(current <= 0)) { } else if (current == 0 && !(Previouscurrent <= 0)) { ControllingNode.Node.FlushSupplyAndUp(ControllingNode.Node.gameObject); } ControllingNode.Node.Data.SupplyingCurrent = current; Previouscurrent = current; } } } else { CircuitResistance = 999999999999; } PowerSupplyFunction.PowerUpdateCurrentChange(this); }
public void PowerUpdateCurrentChange() { PowerSupplyFunction.PowerUpdateCurrentChange(this); }