public Reactor(GameContext context, ReactorData data, Entity entity, Gear item) { Context = context; _data = data; Entity = entity; Item = item; }
void UpdateDisplay(ReactorData reactorData, BatteryData batteryData) { panel.WriteText($"Реакторы: {(reactorData.status ? "вкл" : "выкл")}\n"); panel.WriteText($"Кол-во реакторов: {reactorData.count}\n", true); panel.WriteText($"Мощность: {reactorData.power} МВт\n", true); panel.WriteText($"U в реакторах: {reactorData.uraniumAmount:0.##} кг\n", true); panel.WriteText($"Авто-режим: {(autoMode ? "вкл" : "выкл")}\n", true); panel.WriteText("-----------------------\n", true); panel.WriteText($"Заряд: {batteryData.percentage}%\n", true); panel.WriteText($"Кол-во: {batteryData.count}\n", true); panel.WriteText($"Статус: {(batteryData.isCharging ? "зарядка" : "разрядка")}\n", true); panel.WriteText($"{(batteryData.isCharging ? "Эффективность заряда:" : "Эффективность разряда: ")} { batteryData.powerRate}%\n", true); }
void Main(string arg) { ReactorData reactorData = GetReactorData(); BatteryData batteryData = GetBatteryData(); if (arg == "auto") { autoMode = !autoMode; } if (autoMode) { if (batteryData.percentage < 10 && reactorData.status == false) { SwitchReactors(true); } if (batteryData.percentage > 90 && reactorData.status == true) { SwitchReactors(false); } } UpdateDisplay(reactorData, batteryData); }
public Reactor(ReactorData data, ConsumableItemEffect item) : base(data, item) { _data = data; FindCapacitors(); }
public Reactor(ReactorData data, EquippedItem item) : base(data, item) { _data = data; FindCapacitors(); }