InformEdificeIsBlocking() public method

public InformEdificeIsBlocking ( ) : void
return void
Example #1
0
        // ######## Tick ######## //

        public override void Tick()
        {
            // Check if a new building is cutting the laser fence.
            if ((Find.TickManager.TicksGame % 30) == 0)
            {
                if (this.Position.GetEdifice() != null)
                {
                    if (pylon != null)
                    {
                        pylon.InformEdificeIsBlocking();
                    }
                }
            }
            // Check if a plant or pawn is in the laser fence path.
            if ((Find.TickManager.TicksGame % 200) == 0)
            {
                List <Thing> thingList = this.Position.GetThingList();
                for (int thingIndex = thingList.Count - 1; thingIndex >= 0; thingIndex--)
                {
                    Thing thing = thingList[thingIndex];
                    if (thing is Plant)
                    {
                        FireUtility.TryStartFireIn(this.Position, 0.1f);
                        break;
                    }
                    if (thing is Pawn)
                    {
                        FireUtility.TryAttachFire(thing, 0.1f);
                        break;
                    }
                }
            }
        }
Example #2
0
        // ######## Tick ######## //

        public override void Tick()
        {
            // Check if a new building is cutting the laser fence.
            if (Find.TickManager.TicksGame > this.nextBuildingCheckTick)
            {
                this.nextBuildingCheckTick = Find.TickManager.TicksGame + (GenTicks.TicksPerRealSecond / 2);
                if (this.Position.GetEdifice(this.Map) != null)
                {
                    if (pylon != null)
                    {
                        pylon.InformEdificeIsBlocking();
                    }
                }
            }
            // Check if a plant or pawn is in the laser fence path.
            if (Find.TickManager.TicksGame > this.nextPlantCheckTick)
            {
                this.nextPlantCheckTick = Find.TickManager.TicksGame + GenTicks.TickRareInterval;
                List <Thing> thingList = this.Position.GetThingList(this.Map);
                for (int thingIndex = thingList.Count - 1; thingIndex >= 0; thingIndex--)
                {
                    Thing thing = thingList[thingIndex];
                    if (thing is Plant)
                    {
                        FireUtility.TryStartFireIn(this.Position, this.Map, 0.1f);
                        break;
                    }
                    if (thing is Pawn)
                    {
                        FireUtility.TryAttachFire(thing, 0.1f);
                        break;
                    }
                }
            }
        }