/* * public void OnDamage () { * Debug.Log ("ISystem/Engine"); * * PowerManager.Instance.DamageSystem (systemType, -powerReq); * } * * //still needs to be implemented as ISystem * public void OnRepair () { * * } */ /* * public void UpdateHealth (int _hp) { * //onDamage * if (_hp <= 0 && !isDamaged) { * isDamaged = true; * * Debug.Log ("ISystem/Engine Damaged"); * * if (isLocal) { * PowerManager.Instance.DamageSystem (systemType, -powerReq); * } * } * * //onRepair * if (_hp > 0 && isDamaged) { * isDamaged = false; * * Debug.Log ("ISystem/Engine Repaired"); * * if (isLocal) { * PowerManager.Instance.DamageSystem (systemType, powerReq); * } * } * } */ public void UpdateHealthState(bool _isFullyDamaged, bool _isFullyRepaired) { Debug.Log("engine: " + gridPos.X + ", " + gridPos.Y); if (_isFullyDamaged) { //PowerManager.Instance.DamageSystem (systemType, -powerReq); if (isPowered) { ReceivePowerUpdate(false); } pwrMngr.ApplyHealthState(systemType, powerReq, isPowered, this); //isPowered = false; } if (_isFullyRepaired) { //PowerManager.Instance.DamageSystem (systemType, powerReq); pwrMngr.ApplyHealthState(systemType, -powerReq, isPowered, this); } //Debug.Log ("isFullyDamaged = " + _isFullyDamaged); //Debug.Log ("isFullyRepaired = " + _isFullyRepaired); }
/* * void Update () { * if (Input.GetKeyDown (KeyCode.Comma)) { * Debug.Log ("capacity: " + reactorCapacity + ", reactorUsage: " + reactorUsage + "\navailablePower: " + availablePower); * } * * //DEBUG -> needs better place * availablePower = reactorCapacity - reactorUsage; * * if (availablePower < 0) { * if (PowerManager.Instance != null) { * //RedirectPower (-availablePower); * PowerManager.Instance.RandomSystemShutdown (); * } else { * Debug.LogError ("PowerManager == null"); * } * } * } * * * private void ReactorSetup () { * if (NetManager.Instance != null) { * if (gridPos.Z == NetManager.Instance.localPlayerID) { * //reactorCapacity += componentCapacity; * isLocalReact = true; * UpdateReactorCapacity (componentCapacity); * * //Debug.Log ("reactorCapacity: " + reactorCapacity); * } * } * } * * * public static bool DirectPower (int _amount) { * if (reactorUsage + _amount <= reactorCapacity) { * reactorUsage += _amount; * //UpdateReactorUsage (-_amount); * UpdateUI (); * * return true; * } else { * return false; * } * } * * * public static bool RedirectPower (int _amount) { * if (reactorUsage - _amount < 0) { * return true; * } else { * reactorUsage -= _amount; * //UpdateReactorUsage (_amount); * UpdateUI (); * * return false; * } * } * * * private void UpdateReactorCapacity (int _amount) { * reactorCapacity += _amount; * * if (PowerManager.Instance != null) { * PowerManager.Instance.UpdateReactorCapacity (_amount); * } else { * //Debug.LogError ("PowerManager == null"); * } * } * * private static void UpdateUI () { * if (PowerManager.Instance != null) { * PowerManager.Instance.UpdatePowerDistribution (reactorCapacity - reactorUsage); * } * } * * * void OnDestroy () { * //Debug.Log ("waeeee"); * if (isLocalReact) { * UpdateReactorCapacity (-componentCapacity); * } * //UpdateUI (); * } * * * public void UpdateHealth (int _hp) { * Debug.Log ("ISystem/Reactor"); * * /* * //onDamage * if (_hp <= 0 && !isDamaged) { * isDamaged = true; * * Debug.Log ("ISystem/Engine Damaged"); * * PowerManager.Instance.DamageSystem (systemType, -powerReq); * } * * //onRepair * if (_hp > 0 && isDamaged) { * isDamaged = false; * * Debug.Log ("ISystem/Engine Repaired"); * * PowerManager.Instance.DamageSystem (systemType, powerReq); * } * //// * } */ public void UpdateHealthState(bool _isFullyDamaged, bool _isFullyRepaired) { //Debug.Log ("reactor: " + gridPos.X + ", " + gridPos.Y); if (_isFullyDamaged) { //PowerManager.Instance.DamageSystem (systemType, -powerReq); if (isPowered) { ReceivePowerUpdate(false); } pwrMngr.ApplyHealthState(systemType, componentCapacity, true, this); } if (_isFullyRepaired) { //might cause reaktor bugs! //PowerManager.Instance.DamageSystem (systemType, powerReq); pwrMngr.ApplyHealthState(systemType, -componentCapacity, true, this); } //Debug.Log ("reaktor: "); //Debug.Log ("isFullyDamaged = " + _isFullyDamaged); //Debug.Log ("isFullyRepaired = " + _isFullyRepaired); }
public void UpdateHealthState(bool _isFullyDamaged, bool _isFullyRepaired) { Debug.Log("weaponSys: " + gridPos.X + ", " + gridPos.Y); if (_isFullyDamaged) { if (isPowered) { ReceivePowerUpdate(false); } pwrMngr.ApplyHealthState(systemType, powerReq, isPowered, this); } if (_isFullyRepaired) { pwrMngr.ApplyHealthState(systemType, -powerReq, isPowered, this); } }