Fix some TEG code conventions (#19259)
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@@ -15,55 +15,64 @@ public sealed class TegGeneratorComponent : Component
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/// <remarks>
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/// A value of 0.9 means that 90% of energy transferred goes to electricity.
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite)] [DataField("thermal_efficiency")]
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("thermalEfficiency")]
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public float ThermalEfficiency = 0.65f;
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/// <summary>
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/// Simple factor that scales effective electricity generation.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] [DataField("power_factor")]
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("powerFactor")]
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public float PowerFactor = 1;
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/// <summary>
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/// Amount of energy (Joules) generated by the TEG last atmos tick.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] [DataField("last_generation")]
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("lastGeneration")]
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public float LastGeneration;
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/// <summary>
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/// The current target for TEG power generation.
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/// Drifts towards actual power draw of the network with <see cref="PowerFactor"/>.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] [DataField("ramp_position")]
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("rampPosition")]
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public float RampPosition;
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/// <summary>
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/// Factor by which TEG power generation scales, both up and down.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] [DataField("ramp_factor")]
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("rampFactor")]
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public float RampFactor = 1.05f;
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/// <summary>
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/// Minimum position for the ramp. Avoids TEG taking too long to start.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] [DataField("ramp_threshold")]
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("rampMinimum")]
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public float RampMinimum = 5000;
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/// <summary>
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/// Power output value at which the sprite appearance and sound volume should cap out.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] [DataField("max_visual_power")]
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("maxVisualPower")]
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public float MaxVisualPower = 200_000;
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/// <summary>
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/// Minimum ambient sound volume, when we're producing just barely any power at all.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] [DataField("volume_min")]
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("volumeMin")]
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public float VolumeMin = -9;
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/// <summary>
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/// Maximum ambient sound volume, when we're producing >= <see cref="MaxVisualPower"/> power.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] [DataField("volume_max")]
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("volumeMax")]
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public float VolumeMax = -4;
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}
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