void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner) { playerPower = newOwner.PlayerActor.Trait <PowerManager>(); UpdateStatus(self); }
public AffectedByPowerOutage(Actor self, AffectedByPowerOutageInfo info) : base(info) { playerPower = self.Owner.PlayerActor.Trait <PowerManager>(); }
public Power(Actor self, PowerInfo info) : base(info) { PlayerPower = self.Owner.PlayerActor.Trait <PowerManager>(); powerModifiers = Exts.Lazy(() => self.TraitsImplementing <IPowerModifier>().ToArray()); }
public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner) { PlayerPower.RemoveActor(self); PlayerPower = newOwner.PlayerActor.Trait <PowerManager>(); PlayerPower.UpdateActor(self); }
public CanPowerDown(Actor self, CanPowerDownInfo info) : base(info) { power = self.Owner.PlayerActor.Trait <PowerManager>(); }
public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner) { power = newOwner.PlayerActor.Trait <PowerManager>(); }
public PowerMultiplier(Actor self, PowerMultiplierInfo info) : base(info) { power = self.Owner.PlayerActor.Trait <PowerManager>(); }
public ScalePowerWithHealth(Actor self) { power = self.Owner.PlayerActor.Trait <PowerManager>(); health = self.Trait <IHealth>(); }
public RequiresPower(Actor self, RequiresPowerInfo info) : base(info) { playerPower = self.Owner.PlayerActor.Trait <PowerManager>(); }
public PowerTooltip(Actor self) { this.self = self; powerManager = self.Owner.PlayerActor.Trait <PowerManager>(); developerMode = self.Owner.PlayerActor.Trait <DeveloperMode>(); }
public AffectedByPowerOutage(Actor self) { playerPower = self.Owner.PlayerActor.Trait <PowerManager>(); }
public BaseBuilderQueueManager(BaseBuilderBotModule baseBuilder, string category, Player p, PowerManager pm, PlayerResources pr, IResourceLayer rl) { this.baseBuilder = baseBuilder; world = p.World; player = p; playerPower = pm; playerResources = pr; resourceLayer = rl; this.category = category; failRetryTicks = baseBuilder.Info.StructureProductionResumeDelay; minimumExcessPower = baseBuilder.Info.MinimumExcessPower; if (!baseBuilder.Info.NavalProductionTypes.Any()) { waterState = WaterCheck.DontCheck; } }
public GrantConditionOnPowerState(Actor self, GrantConditionOnPowerStateInfo info) : base(info) { playerPower = self.Owner.PlayerActor.Trait <PowerManager>(); }
protected override void Created(Actor self) { playerPower = self.Owner.PlayerActor.TraitOrDefault <PowerManager>(); playerResources = self.Owner.PlayerActor.Trait <PlayerResources>(); positionsUpdatedModules = self.Owner.PlayerActor.TraitsImplementing <IBotPositionsUpdated>().ToArray(); }
public BaseBuilderQueueManager(BaseBuilderBotModule baseBuilder, string category, Player p, PowerManager pm, PlayerResources pr, BitArray resourceTypeIndices) { this.baseBuilder = baseBuilder; world = p.World; player = p; playerPower = pm; playerResources = pr; this.category = category; failRetryTicks = baseBuilder.Info.StructureProductionResumeDelay; minimumExcessPower = baseBuilder.Info.MinimumExcessPower; this.resourceTypeIndices = resourceTypeIndices; }