Example #1
0
 public override bool AuthorizeCollision(LandObject collider)
 {
     if (anchor.creature.alive && collider is Encounter)
         return true;
     else
         return false;
 }
Example #2
0
        public override void CollideEffect(LandObject collider)
        {
            if (collider is Encounter)
            {
                Dummy.filter = Color.Lerp(Color.Red, Color.Transparent, 0.5f);

                if (encounterHandlers != null)
                    encounterHandlers(((Encounter)collider).anchor);
            }
        }
Example #3
0
 public override bool AuthorizeCollision(LandObject collider)
 {
     if (anchor.creature.alive && collider is Encounter)
     {
         return(true);
     }
     else
     {
         return(false);
     }
 }
Example #4
0
        public override void CollideEffect(LandObject collider)
        {
            if (collider is Encounter)
            {
                Dummy.filter = Color.Lerp(Color.Red, Color.Transparent, 0.5f);

                if (encounterHandlers != null)
                {
                    encounterHandlers(((Encounter)collider).anchor);
                }
            }
        }
Example #5
0
 public static void processLandCollision(LandObject objectx, LandObject objecty)
 {
 }
Example #6
0
 public virtual void CollideEffect(LandObject collider)
 {
 }
Example #7
0
 public virtual bool AuthorizeCollision(LandObject collider)
 {
     return false;
 }
Example #8
0
 public override void CollideEffect(LandObject collider)
 {
 }
Example #9
0
 public static void processLandCollision(LandObject objectx, LandObject objecty)
 {
 }
Example #10
0
 public override bool AuthorizeCollision(LandObject collider)
 {
     return true;
 }
Example #11
0
 public virtual void CollideEffect(LandObject collider)
 {
 }
Example #12
0
 public virtual bool AuthorizeCollision(LandObject collider)
 {
     return(false);
 }
Example #13
0
 public override bool AuthorizeCollision(LandObject collider)
 {
     return(true);
 }
Example #14
0
 public override void CollideEffect(LandObject collider)
 {
 }