Beispiel #1
0
 public override void GoingOffStageServer(OffStageInfo info)
 {
     base.GoingOffStageServer(info);
     dirSprites.SetToBodyLayer();
     alienScreechPlayed      = false;
     registerObject.Passable = true;
 }
Beispiel #2
0
 public void UpGoingOffStage(OffStageInfo info)
 {
     if (UpdateRequestDictionary.ContainsKey(ElectricalUpdateTypeCategory.GoingOffStage))
     {
         foreach (ElectricalModuleTypeCategory Module in UpdateRequestDictionary[ElectricalUpdateTypeCategory.GoingOffStage])
         {
             UpdateDelegateDictionary[Module].GoingOffStageServer(info);
         }
     }
 }
    public void FireGoingOffStageHooks()
    {
        var comps = GetComponents <IOffStageServer>();

        if (comps != null)
        {
            foreach (var comp in comps)
            {
                comp.GoingOffStageServer(OffStageInfo.Info());
            }
        }
        //NOTE: No client side off-stage hook because we wouldn't be able
        //to ensure that the hook is called before Unet destroys the
        //client-side object unless we implement a custom destruction
        //syncing logic.
    }
 public override void GoingOffStageServer(OffStageInfo info)
 {
     ElectricalSynchronisation.RemoveSupply(ControllingNode, ControllingNode.ApplianceType);
     ControllingNode.Node.FlushSupplyAndUp(this.gameObject);
 }
 public override void GoingOffStageServer(OffStageInfo info)
 {
     ElectricalSynchronisation.PoweredDevices.Remove(ControllingNode);
 }
Beispiel #6
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 /// <summary>
 /// is the function to denote that it will be pooled or destroyed immediately after this function is finished, Used for cleaning up anything that needs to be cleaned up before this happens
 /// </summary>
 public void GoingOffStageServer(OffStageInfo info)
 {
     Node.FlushConnectionAndUp();
     UpGoingOffStage(info);
 }
Beispiel #7
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 public virtual void GoingOffStageServer(OffStageInfo info)
 {
     ResetBehaviours();
 }
 public virtual void GoingOffStageServer(OffStageInfo info)
 {
 }