Quantum Engineering
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UniversalConduit Class Reference
Inheritance diagram for UniversalConduit:
Machine

Public Member Functions

void Start ()
 Called by unity engine on start up to initialize variables. More...
 
override void UpdateMachine ()
 Called by MachineManager update coroutine. More...
 
void OnDestroy ()
 Used to remove conduit item from storage computer if connected to one. More...
 

Public Attributes

float amount
 
int speed = 1
 
int power
 
string type
 
string ID = "unassigned"
 
string inputID
 
string outputID
 
string creationMethod = "built"
 
GameObject inputObject
 
GameObject outputObject
 
ConduitItem conduitItem
 
Material lineMat
 
bool inputMachineDisabled
 
int address
 
int range = 6
 
int connectionAttempts
 
bool connectionFailed
 
GameObject storageComputerConduitItemObject
 
ConduitItem storageComputerConduitItem
 

Private Member Functions

bool IsValidOutputObject (GameObject obj)
 The object is a potential output connection. More...
 
bool IsStorageContainer (GameObject obj)
 Returns true if the object in question is a storage container. More...
 
void OutputToInventory ()
 Puts items into a storage container or other object with attached inventory manager. More...
 
void SetOutputID ()
 Sets the output ID to that of the current output object. More...
 
void ToggleConduitItem ()
 Enables or disables conduit item rendering. More...
 
void EnableEffects ()
 Turns on line renderer, audio and light effects. More...
 
void DisableEffects ()
 Turns off line renderer, audio and light effects. More...
 
void CheckForRailCart ()
 Checks if there is a rail cart near the conduit. More...
 
void OutputToStorageComputer ()
 Moves items into a storage computer. More...
 
void AttemptInputConnection (GameObject obj)
 Makes input and output connections. More...
 
void AttemptOutputConnection (GameObject obj)
 Makes input and output connections. More...
 
void HandleInput ()
 Handles items received from input object. More...
 
void HandleOutput ()
 Moves items received to the output object. More...
 

Private Attributes

StateManager stateManager
 
GameObject builtObjects
 
LineRenderer connectionLine
 
List< GameObject > objList
 
bool linkedToRailCart
 
int findRailCartsInterval
 

Member Function Documentation

◆ AttemptInputConnection()

void UniversalConduit.AttemptInputConnection ( GameObject  obj)
inlineprivate

Makes input and output connections.

◆ AttemptOutputConnection()

void UniversalConduit.AttemptOutputConnection ( GameObject  obj)
inlineprivate

Makes input and output connections.

◆ CheckForRailCart()

void UniversalConduit.CheckForRailCart ( )
inlineprivate

Checks if there is a rail cart near the conduit.

◆ DisableEffects()

void UniversalConduit.DisableEffects ( )
inlineprivate

Turns off line renderer, audio and light effects.

◆ EnableEffects()

void UniversalConduit.EnableEffects ( )
inlineprivate

Turns on line renderer, audio and light effects.

◆ HandleInput()

void UniversalConduit.HandleInput ( )
inlineprivate

Handles items received from input object.

◆ HandleOutput()

void UniversalConduit.HandleOutput ( )
inlineprivate

Moves items received to the output object.

◆ IsStorageContainer()

bool UniversalConduit.IsStorageContainer ( GameObject  obj)
inlineprivate

Returns true if the object in question is a storage container.

◆ IsValidOutputObject()

bool UniversalConduit.IsValidOutputObject ( GameObject  obj)
inlineprivate

The object is a potential output connection.

◆ OnDestroy()

void UniversalConduit.OnDestroy ( )
inline

Used to remove conduit item from storage computer if connected to one.

◆ OutputToInventory()

void UniversalConduit.OutputToInventory ( )
inlineprivate

Puts items into a storage container or other object with attached inventory manager.

◆ OutputToStorageComputer()

void UniversalConduit.OutputToStorageComputer ( )
inlineprivate

Moves items into a storage computer.

◆ SetOutputID()

void UniversalConduit.SetOutputID ( )
inlineprivate

Sets the output ID to that of the current output object.

◆ Start()

void UniversalConduit.Start ( )
inline

Called by unity engine on start up to initialize variables.

◆ ToggleConduitItem()

void UniversalConduit.ToggleConduitItem ( )
inlineprivate

Enables or disables conduit item rendering.

◆ UpdateMachine()

override void UniversalConduit.UpdateMachine ( )
inlinevirtual

Called by MachineManager update coroutine.

Reimplemented from Machine.

Member Data Documentation

◆ address

int UniversalConduit.address

◆ amount

float UniversalConduit.amount

◆ builtObjects

GameObject UniversalConduit.builtObjects
private

◆ conduitItem

ConduitItem UniversalConduit.conduitItem

◆ connectionAttempts

int UniversalConduit.connectionAttempts

◆ connectionFailed

bool UniversalConduit.connectionFailed

◆ connectionLine

LineRenderer UniversalConduit.connectionLine
private

◆ creationMethod

string UniversalConduit.creationMethod = "built"

◆ findRailCartsInterval

int UniversalConduit.findRailCartsInterval
private

◆ ID

string UniversalConduit.ID = "unassigned"

◆ inputID

string UniversalConduit.inputID

◆ inputMachineDisabled

bool UniversalConduit.inputMachineDisabled

◆ inputObject

GameObject UniversalConduit.inputObject

◆ lineMat

Material UniversalConduit.lineMat

◆ linkedToRailCart

bool UniversalConduit.linkedToRailCart
private

◆ objList

List<GameObject> UniversalConduit.objList
private

◆ outputID

string UniversalConduit.outputID

◆ outputObject

GameObject UniversalConduit.outputObject

◆ power

int UniversalConduit.power

◆ range

int UniversalConduit.range = 6

◆ speed

int UniversalConduit.speed = 1

◆ stateManager

StateManager UniversalConduit.stateManager
private

◆ storageComputerConduitItem

ConduitItem UniversalConduit.storageComputerConduitItem

◆ storageComputerConduitItemObject

GameObject UniversalConduit.storageComputerConduitItemObject

◆ type

string UniversalConduit.type

The documentation for this class was generated from the following file: