本文整理汇总了C#中Sandbox.Game.EntityComponents.MyResourceSinkComponent类的典型用法代码示例。如果您正苦于以下问题:C# MyResourceSinkComponent类的具体用法?C# MyResourceSinkComponent怎么用?C# MyResourceSinkComponent使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
MyResourceSinkComponent类属于Sandbox.Game.EntityComponents命名空间,在下文中一共展示了MyResourceSinkComponent类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Init
public override void Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
{
m_cameraDummy = Matrix.Identity;
m_characterDummy = Matrix.Identity;
base.Init(objectBuilder, cubeGrid);
var chamberOb = objectBuilder as MyObjectBuilder_CryoChamber;
if (chamberOb.SteamId != null && chamberOb.SerialId != null)
{
m_currentPlayerId = new MyPlayer.PlayerId(chamberOb.SteamId.Value, chamberOb.SerialId.Value);
}
else
{
m_currentPlayerId = null;
}
var overlayTexture = BlockDefinition.OverlayTexture;
if (!string.IsNullOrEmpty(overlayTexture))
{
m_overlayTextureName = overlayTexture;
}
var sinkComp = new MyResourceSinkComponent();
sinkComp.Init(
MyStringHash.GetOrCompute(BlockDefinition.ResourceSinkGroup),
BlockDefinition.IdlePowerConsumption,
this.CalculateRequiredPowerInput);
sinkComp.IsPoweredChanged += Receiver_IsPoweredChanged;
ResourceSink = sinkComp;
NeedsUpdate |= MyEntityUpdateEnum.BEFORE_NEXT_FRAME;
}
示例2: Init
public override void Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
{
base.Init(objectBuilder, cubeGrid);
ResourceSink = new MyResourceSinkComponent();
ResourceSink.Init(
BlockDefinition.ResourceSinkGroup,
BlockDefinition.RequiredPowerInput,
this.CalculateRequiredPowerInput);
ResourceSink.IsPoweredChanged += Receiver_IsPoweredChanged;
ResourceSink.Update();
if (Physics != null)
{
Physics.Close();
}
var detectorShape = new HkBoxShape(new Vector3(cubeGrid.GridSize / 3.0f));
var massProperties = HkInertiaTensorComputer.ComputeBoxVolumeMassProperties(detectorShape.HalfExtents, BlockDefinition.VirtualMass);
Physics = new Engine.Physics.MyPhysicsBody(this, RigidBodyFlag.RBF_DEFAULT);
Physics.IsPhantom = false;
Physics.CreateFromCollisionObject(detectorShape, Vector3.Zero, WorldMatrix, massProperties, MyPhysics.VirtualMassLayer);
Physics.Enabled = IsWorking && cubeGrid.Physics != null && cubeGrid.Physics.Enabled;
Physics.RigidBody.Activate();
detectorShape.Base.RemoveReference();
UpdateText();
NeedsUpdate = MyEntityUpdateEnum.EACH_FRAME;
SlimBlock.ComponentStack.IsFunctionalChanged += ComponentStack_IsFunctionalChanged;
}
示例3: MyBattery
public MyBattery(MyCharacter owner)
{
m_owner = owner;
SyncObject = new MySyncBattery(this);
ResourceSink = new MyResourceSinkComponent();
ResourceSource = new MyResourceSourceComponent();
}
示例4: Init
public override void Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
{
base.Init(objectBuilder, cubeGrid);
var def = BlockDefinition as MyPoweredCargoContainerDefinition;
var ob = objectBuilder as MyObjectBuilder_Collector;
m_inventory = new MyInventory(def.InventorySize.Volume, def.InventorySize, MyInventoryFlags.CanSend, this);
m_inventory.Init(ob.Inventory);
m_inventory.ContentsChanged += Inventory_ContentChangedCallback;
if (Sync.IsServer && CubeGrid.CreatePhysics)
LoadDummies();
var sinkComp = new MyResourceSinkComponent();
sinkComp.Init(
MyStringHash.GetOrCompute(def.ResourceSinkGroup),
MyEnergyConstants.MAX_REQUIRED_POWER_COLLECTOR,
() => base.CheckIsWorking() ? ResourceSink.MaxRequiredInput : 0f);
ResourceSink = sinkComp;
ResourceSink.Update();
ResourceSink.IsPoweredChanged += Receiver_IsPoweredChanged;
AddDebugRenderComponent(new Components.MyDebugRenderComponentDrawPowerReciever(ResourceSink,this));
SlimBlock.ComponentStack.IsFunctionalChanged += UpdateReceiver;
base.EnabledChanged += UpdateReceiver;
m_useConveyorSystem = ob.UseConveyorSystem;
}
示例5: Init
public override void Init(MyObjectBuilder_CubeBlock builder, MyCubeGrid cubeGrid)
{
ResourceSink = new MyResourceSinkComponent();
ResourceSink.Init(
MyStringHash.GetOrCompute(BlockDefinition.ResourceSinkGroup),
BlockDefinition.PowerConsumptionMoving,
UpdatePowerInput);
base.Init(builder, cubeGrid);
var ob = (MyObjectBuilder_AirtightDoorGeneric)builder;
m_open.Value = ob.Open;
m_currOpening = ob.CurrOpening;
m_openingSpeed = BlockDefinition.OpeningSpeed;
m_sound = new MySoundPair(BlockDefinition.Sound);
m_subpartMovementDistance = BlockDefinition.SubpartMovementDistance;
if (!Enabled || !ResourceSink.IsPoweredByType(MyResourceDistributorComponent.ElectricityId))
UpdateDoorPosition();
OnStateChange();
ResourceSink.IsPoweredChanged += Receiver_IsPoweredChanged;
ResourceSink.Update();
SlimBlock.ComponentStack.IsFunctionalChanged += ComponentStack_IsFunctionalChanged;
ResourceSink.Update();
}
示例6: MyGasGenerator
public MyGasGenerator()
{
#if XB1 // XB1_SYNC_NOREFLECTION
m_useConveyorSystem = SyncType.CreateAndAddProp<bool>();
#endif // XB1
CreateTerminalControls();
SourceComp = new MyResourceSourceComponent(2);
ResourceSink = new MyResourceSinkComponent();
}
示例7: MyPhysicalDistributionGroup
public MyPhysicalDistributionGroup(MyDefinitionId typeId, MyResourceSinkComponent tempConnectedSink)
{
SinksByPriority = null; SourcesByPriority = null; SinkSourcePairs = null; FirstEndpoint = null;
SinkDataByPriority = null; SourceDataByPriority = null; StockpilingStorage = null; OtherStorage = null;
InputOutputData = new MyTuple<MySinkGroupData, MySourceGroupData>();
MaxAvailableResources = 0f; ResourceState = MyResourceStateEnum.NoPower;
AllocateData();
InitFromTempConnected(typeId, tempConnectedSink);
}
示例8: MyAirVent
public MyAirVent()
{
#if XB1 // XB1_SYNC_NOREFLECTION
m_isDepressurizing = SyncType.CreateAndAddProp<bool>();
#endif // XB1
CreateTerminalControls();
ResourceSink = new MyResourceSinkComponent(2);
SourceComp = new MyResourceSourceComponent();
m_isDepressurizing.ValueChanged += (x) => SetDepressurizing();
}
示例9: PlugIn
public void PlugIn(MyResourceSinkComponent consumer)
{
if (m_pluggedInConsumer == consumer)
return;
Debug.Assert(m_pluggedInConsumer == null, "Consumer already plugged in.");
m_pluggedInConsumer = consumer;
if (m_resourceDistributor != null)
{
m_resourceDistributor.AddSink(consumer);
consumer.Update();
}
}
示例10: MyGridWheelSystem
public MyGridWheelSystem(MyCubeGrid grid)
{
m_wheels = new HashSet<MyMotorSuspension>();
m_wheelsChanged = false;
m_grid = grid;
SinkComp = new MyResourceSinkComponent();
SinkComp.Init(MyStringHash.GetOrCompute("Utility"), m_maxRequiredPowerInput, () => m_maxRequiredPowerInput);
SinkComp.IsPoweredChanged += Receiver_IsPoweredChanged;
grid.OnPhysicsChanged += grid_OnPhysicsChanged;
}
示例11: MyGridGyroSystem
public MyGridGyroSystem(MyCubeGrid grid)
{
m_grid = grid;
m_gyros = new HashSet<MyGyro>();
m_gyrosChanged = false;
ResourceSink = new MyResourceSinkComponent();
ResourceSink.Init(
MyStringHash.GetOrCompute("Gyro"),
m_maxRequiredPowerInput,
() => m_maxRequiredPowerInput);
ResourceSink.IsPoweredChanged += Receiver_IsPoweredChanged;
}
示例12: Init
public override void Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
{
m_cameraDummy = Matrix.Identity;
m_characterDummy = Matrix.Identity;
base.Init(objectBuilder, cubeGrid);
if (ResourceSink == null)
{
// we've already created ResourceSink in ancestor!
var sinkComp = new MyResourceSinkComponent();
sinkComp.Init(
MyStringHash.GetOrCompute(BlockDefinition.ResourceSinkGroup),
BlockDefinition.IdlePowerConsumption,
this.CalculateRequiredPowerInput);
sinkComp.IsPoweredChanged += Receiver_IsPoweredChanged;
ResourceSink = sinkComp;
}
else
{
// override electricity settings
ResourceSink.SetMaxRequiredInputByType(MyResourceDistributorComponent.ElectricityId, BlockDefinition.IdlePowerConsumption);
ResourceSink.SetRequiredInputFuncByType(MyResourceDistributorComponent.ElectricityId, this.CalculateRequiredPowerInput);
ResourceSink.IsPoweredChanged += Receiver_IsPoweredChanged;
}
var chamberOb = objectBuilder as MyObjectBuilder_CryoChamber;
if (chamberOb.SteamId != null && chamberOb.SerialId != null)
{
m_currentPlayerId = new MyPlayer.PlayerId(chamberOb.SteamId.Value, chamberOb.SerialId.Value);
}
else
{
m_currentPlayerId = null;
}
var overlayTexture = BlockDefinition.OverlayTexture;
if (!string.IsNullOrEmpty(overlayTexture))
{
m_overlayTextureName = overlayTexture;
}
HorizonIndicatorEnabled = false;
NeedsUpdate |= MyEntityUpdateEnum.BEFORE_NEXT_FRAME | MyEntityUpdateEnum.EACH_10TH_FRAME;
}
示例13: Init
public override void Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
{
var ob = objectBuilder as MyObjectBuilder_Collector;
var sinkComp = new MyResourceSinkComponent();
sinkComp.Init(
MyStringHash.GetOrCompute(BlockDefinition.ResourceSinkGroup),
BlockDefinition.RequiredPowerInput,
ComputeRequiredPower);
ResourceSink = sinkComp;
base.Init(objectBuilder, cubeGrid);
m_useConveyorSystem.Value = true;
if (MyFakes.ENABLE_INVENTORY_FIX)
{
FixSingleInventory();
}
if (this.GetInventory() == null)
{
MyInventory inventory = new MyInventory(BlockDefinition.InventorySize.Volume, BlockDefinition.InventorySize, MyInventoryFlags.CanSend);
Components.Add<MyInventoryBase>(inventory);
inventory.Init(ob.Inventory);
}
Debug.Assert(this.GetInventory().Owner == this, "Ownership was not set!");
if (Sync.IsServer && CubeGrid.CreatePhysics)
LoadDummies();
ResourceSink.IsPoweredChanged += Receiver_IsPoweredChanged;
AddDebugRenderComponent(new Components.MyDebugRenderComponentDrawPowerReciever(ResourceSink,this));
SlimBlock.ComponentStack.IsFunctionalChanged += UpdateReceiver;
base.EnabledChanged += UpdateReceiver;
m_useConveyorSystem.Value = ob.UseConveyorSystem;
ResourceSink.Update();
NeedsUpdate |= MyEntityUpdateEnum.EACH_100TH_FRAME;
}
示例14: Init
public override void Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
{
var def = BlockDefinition as MyPoweredCargoContainerDefinition;
var sinkComp = new MyResourceSinkComponent();
sinkComp.Init(
MyStringHash.GetOrCompute(def.ResourceSinkGroup),
MyEnergyConstants.MAX_REQUIRED_POWER_COLLECTOR,
() => base.CheckIsWorking() ? ResourceSink.MaxRequiredInput : 0f);
ResourceSink = sinkComp;
ResourceSink.Update();
base.Init(objectBuilder, cubeGrid);
var ob = objectBuilder as MyObjectBuilder_Collector;
m_useConveyorSystem.Value = true;
if (MyFakes.ENABLE_INVENTORY_FIX)
{
FixSingleInventory();
}
if (this.GetInventory() == null)
{
Components.Add<MyInventoryBase>( new MyInventory(def.InventorySize.Volume, def.InventorySize, MyInventoryFlags.CanSend, this));
this.GetInventory().Init(ob.Inventory);
}
Debug.Assert(this.GetInventory().Owner == this, "Ownership was not set!");
if (Sync.IsServer && CubeGrid.CreatePhysics)
LoadDummies();
ResourceSink.IsPoweredChanged += Receiver_IsPoweredChanged;
AddDebugRenderComponent(new Components.MyDebugRenderComponentDrawPowerReciever(ResourceSink,this));
SlimBlock.ComponentStack.IsFunctionalChanged += UpdateReceiver;
base.EnabledChanged += UpdateReceiver;
m_useConveyorSystem.Value = ob.UseConveyorSystem;
}
示例15: Init
public override void Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
{
var sinkComp = new MyResourceSinkComponent();
sinkComp.Init(
BlockDefinition.ResourceSinkGroup,
BlockDefinition.RequiredPowerInput,
CalculateRequiredPowerInput);
ResourceSink = sinkComp;
base.Init(objectBuilder, cubeGrid);
if (!MyFakes.ENABLE_PROJECTOR_BLOCK)
{
return;
}
var projectorBuilder = (MyObjectBuilder_ProjectorBase)objectBuilder;
if (projectorBuilder.ProjectedGrid != null)
{
m_projectionOffset = projectorBuilder.ProjectionOffset;
m_projectionRotation = projectorBuilder.ProjectionRotation;
m_savedProjection = projectorBuilder.ProjectedGrid;
KeepProjection = projectorBuilder.KeepProjection;
}
m_showOnlyBuildable = projectorBuilder.ShowOnlyBuildable;
InstantBuildingEnabled = projectorBuilder.InstantBuildingEnabled;
MaxNumberOfProjections = projectorBuilder.MaxNumberOfProjections;
MaxNumberOfBlocksPerProjection = projectorBuilder.MaxNumberOfBlocks;
GetOwnershipFromProjector = projectorBuilder.GetOwnershipFromProjector;
m_projectionsRemaining = MathHelper.Clamp(projectorBuilder.ProjectionsRemaining, 0, m_maxNumberOfProjections);
IsWorkingChanged += MyProjector_IsWorkingChanged;
sinkComp.IsPoweredChanged += PowerReceiver_IsPoweredChanged;
ResourceSink.Update();
m_statsDirty = true;
UpdateText();
NeedsUpdate |= MyEntityUpdateEnum.BEFORE_NEXT_FRAME | MyEntityUpdateEnum.EACH_100TH_FRAME;
SlimBlock.ComponentStack.IsFunctionalChanged += ComponentStack_IsFunctionalChanged;
CubeGrid.OnBlockAdded += previewGrid_OnBlockAdded;
CubeGrid.OnBlockRemoved += previewGrid_OnBlockRemoved;
CubeGrid.OnGridSplit += CubeGrid_OnGridSplit;
}