public void Initialize(FCSController mono, int itemLimit)
        {
            _itemLimit = itemLimit;
            float time = UnityEngine.Random.Range(0f, 5f);

            InvokeRepeating(nameof(AttemptDecay), time, 5f);
        }
Beispiel #2
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        public virtual void Initialize(FCSController mono)
        {
            _mono = mono;
            StartCoroutine(UpdatePowerRelay());

            InvokeRepeating("UpdatePowerState", 1, 1);
        }
Beispiel #3
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        //TODO Save Is Visible

        public void Initialize(FCSController mono, IFCSStorage storage, FCSPowerManager powerManager, bool canBeVisible = false)
        {
            _mono         = mono;
            _storage      = storage;
            _powerManager = powerManager;
            _canBeVisible = canBeVisible;
        }
Beispiel #4
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 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();
        }
Beispiel #7
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 public QTPowerManager(FCSController mono)
 {
     _mono = mono;
     UpdatePowerRelay();
 }
 public void Initialize(FCSController mono, IFCSStorage storage)
 {
     _mono    = mono;
     _storage = storage;
 }