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>();
 }
Ejemplo n.º 3
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 public Power(Actor self, PowerInfo info)
     : base(info)
 {
     PlayerPower    = self.Owner.PlayerActor.Trait <PowerManager>();
     powerModifiers = Exts.Lazy(() => self.TraitsImplementing <IPowerModifier>().ToArray());
 }
Ejemplo n.º 4
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 public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
 {
     PlayerPower.RemoveActor(self);
     PlayerPower = newOwner.PlayerActor.Trait <PowerManager>();
     PlayerPower.UpdateActor(self);
 }
Ejemplo n.º 5
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 public CanPowerDown(Actor self, CanPowerDownInfo info)
     : base(info)
 {
     power = self.Owner.PlayerActor.Trait <PowerManager>();
 }
Ejemplo n.º 6
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 public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
 {
     power = newOwner.PlayerActor.Trait <PowerManager>();
 }
Ejemplo n.º 7
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 public PowerMultiplier(Actor self, PowerMultiplierInfo info)
     : base(info)
 {
     power = self.Owner.PlayerActor.Trait <PowerManager>();
 }
Ejemplo n.º 8
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 public ScalePowerWithHealth(Actor self)
 {
     power  = self.Owner.PlayerActor.Trait <PowerManager>();
     health = self.Trait <IHealth>();
 }
Ejemplo n.º 9
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 public RequiresPower(Actor self, RequiresPowerInfo info)
     : base(info)
 {
     playerPower = self.Owner.PlayerActor.Trait <PowerManager>();
 }
Ejemplo n.º 10
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 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>();
 }
Ejemplo n.º 12
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 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;
     }
 }
Ejemplo n.º 13
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 public GrantConditionOnPowerState(Actor self, GrantConditionOnPowerStateInfo info)
     : base(info)
 {
     playerPower = self.Owner.PlayerActor.Trait <PowerManager>();
 }
Ejemplo n.º 14
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 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();
 }
Ejemplo n.º 15
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 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;
 }