Added a PowerLost BoolReference to prevent looping over _activePowerStructures twice in PowerHandler
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@ -1,3 +1,5 @@
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using ScriptableObjectArchitecture;
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namespace GameDev.CoreSystems
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{
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public interface IPowerSystem
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@ -15,7 +17,7 @@ namespace GameDev.CoreSystems
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/// <summary>
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/// True if consumer demand exceed generator capacity
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/// </summary>
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public bool PowerLost { get; set; }
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public BoolReference PowerLost { get; set; }
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/// <summary>
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/// Initialize the power configuration of the entity with the <see cref="SoPowerConfig"/>
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