public void Initialize(FCSController mono, int itemLimit) { _itemLimit = itemLimit; float time = UnityEngine.Random.Range(0f, 5f); InvokeRepeating(nameof(AttemptDecay), time, 5f); }
public virtual void Initialize(FCSController mono) { _mono = mono; StartCoroutine(UpdatePowerRelay()); InvokeRepeating("UpdatePowerState", 1, 1); }
//TODO Save Is Visible public void Initialize(FCSController mono, IFCSStorage storage, FCSPowerManager powerManager, bool canBeVisible = false) { _mono = mono; _storage = storage; _powerManager = powerManager; _canBeVisible = canBeVisible; }
public void InitializeBase(FCSController mono, IFCSStorage storage, FCSPowerManager powerManager, PrefabIdentifier prefabIdentifier) { _mono = mono; _storage = storage; _powerManager = powerManager; _prefabId = prefabIdentifier; _isBase = true; }
internal void AddBaseUnit(FCSController baseUnit) { if (!BaseUnits.Contains(baseUnit)) { BaseUnits.Add(baseUnit); UpdateGlobalTargets(); QuickLogger.Debug($"Add {Mod.FriendlyName} Unit to Base List : {baseUnit.GetPrefabIDString()}", true); QuickLogger.Debug($"{Mod.FriendlyName} has been connected to base list Count {BaseUnits.Count}", true); } OnBaseUnitsChanged?.Invoke(); }
internal void RemoveBaseUnit(FCSController baseUnit) { foreach (BaseManager manager in Managers) { if (!manager.BaseUnits.Contains(baseUnit)) { continue; } manager.BaseUnits.Remove(baseUnit); QuickLogger.Debug($"Removed Base {Mod.FriendlyName} : {baseUnit.GetPrefabIDString()}", true); } UpdateGlobalTargets(); OnBaseUnitsChanged?.Invoke(); }
public QTPowerManager(FCSController mono) { _mono = mono; UpdatePowerRelay(); }
public void Initialize(FCSController mono, IFCSStorage storage) { _mono = mono; _storage = storage; }