protected Stockpile(ZoneType Data, WorldManager World) : base(Data, World) { Boxes = new List <GameComponent>(); BlacklistResources = new List <Resource.ResourceTags>() { Resource.ResourceTags.Corpse, Resource.ResourceTags.Money }; }
public Zone(ZoneType Type, WorldManager World) { this.World = World; this.Type = Type; ID = Counter + ". " + Type.Name; ++Counter; Resources = new ResourceContainer { MaxResources = 1 }; }
private Graveyard(ZoneType Data, WorldManager World) : base(Data, World) { Resources = new ResourceContainer(); WhitelistResources = new List <Resource.ResourceTags>() { Resource.ResourceTags.Corpse }; BlacklistResources = new List <Resource.ResourceTags>(); BoxType = "Grave"; BoxOffset = new Vector3(0.5f, 0.6f, 0.5f); ResourcesPerVoxel = 1; }
public override void OnBegin(Object Arguments) { if (DestroyZoneTool == null) { DestroyZoneTool = new DestroyZoneTool(World); } CurrentZoneType = Arguments as ZoneType; if (CurrentZoneType == null) { throw new InvalidOperationException("Invalid zone type passed to BuildZoneTool"); } World.UserInterface.VoxSelector.SelectionType = VoxelSelectionType.SelectFilled; World.UserInterface.VoxSelector.DrawVoxel = true; World.UserInterface.VoxSelector.DrawBox = true; World.UserInterface.ShowToolPopup("Click and drag to build " + CurrentZoneType.Name); World.Tutorial("build rooms"); }
private static Zone _factory(ZoneType Data, WorldManager World) { return(new Graveyard(Data, World)); }
private BalloonPort(ZoneType Data, WorldManager World) : base(Data, World) { }
private static Zone _factory(ZoneType Data, WorldManager World) { return(new BalloonPort(Data, World)); }
private AnimalPen(ZoneType Data, WorldManager World) : base(Data, World) { }
private static Zone _factory(ZoneType Data, WorldManager World) { return(new AnimalPen(Data, World)); }
private static Zone _factory(ZoneType Data, WorldManager World) { return(new Stockpile(Data, World)); }