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C# EntityComponents.MyResourceSinkComponent类代码示例

本文整理汇总了C#中Sandbox.Game.EntityComponents.MyResourceSinkComponent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;
        }
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:34,代码来源:MyCryoChamber.cs

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;

        }
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:33,代码来源:MyVirtualMass.cs

示例3: MyBattery

        public MyBattery(MyCharacter owner)
        {
            m_owner = owner;
            SyncObject = new MySyncBattery(this);
			ResourceSink = new MyResourceSinkComponent();
			ResourceSource = new MyResourceSourceComponent();
        }
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:7,代码来源:MyBattery.cs

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;
        }
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:26,代码来源:MyCollector.cs

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();
        }
开发者ID:2asoft,项目名称:SpaceEngineers,代码行数:28,代码来源:MyAirtightDoorGeneric.cs

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();
 }
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:9,代码来源:MyGasGenerator.cs

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);
            }
开发者ID:stanhebben,项目名称:SpaceEngineers,代码行数:10,代码来源:MyResourceDistributorComponent.cs

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();
        }
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:11,代码来源:MyAirVent.cs

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();
			}
        }
开发者ID:ChristianHeinz71,项目名称:SpaceEngineers,代码行数:12,代码来源:MyRechargeSocket.cs

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;
        }
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:12,代码来源:MyGridWheelSystem.cs

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;
        }
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:12,代码来源:MyGridGyroSystem.cs

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;
        }
开发者ID:ales-vilchytski,项目名称:SpaceEngineers,代码行数:49,代码来源:MyCryoChamber.cs

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;
        }
开发者ID:rem02,项目名称:SpaceEngineers,代码行数:41,代码来源:MyCollector.cs

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;
        }
开发者ID:stanhebben,项目名称:SpaceEngineers,代码行数:40,代码来源:MyCollector.cs

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;
        }
开发者ID:Rynchodon,项目名称:SpaceEngineers,代码行数:50,代码来源:MyProjectorBase.cs


注:本文中的Sandbox.Game.EntityComponents.MyResourceSinkComponent类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。