using System.Collections; using System.Collections.Generic; using UnityEngine; namespace BITFALL.Industry { public class UnityBatteryDevice : UnityTechDeviceBase,IBatteryDevice { [Header(nameof(IBatteryDevice))] [SerializeField] private int batteryCapacity; [SerializeField] private int currentBattery; [SerializeField] private bool allowOutPut; [SerializeField] private bool allowCharge; public int BatteryCapacity => batteryCapacity; public int CurrentBattery { get=>currentBattery; set=>currentBattery=value; } public bool AllowOutPut => allowOutPut; public bool AllowCharge=>allowCharge; protected override void Start() { base.Start(); if(allowOutPut) UnityPowerService.Register(this); } protected override void Dispose() { base.Dispose(); if(allowOutPut) UnityPowerService.UnRegister(this); } } }