public void GenerateTerrain(int x, int y, int z, int value, int face, BlockTerrain.Chunk chunk, ref CellFace data) { int?color = GetColor(BlockTerrain.GetData(value)); data.TextureSlot = color.HasValue ? BlocksData.paintedTextures[TextureSlot] : TextureSlot; data.Color = BlocksData.ColorFromInt(color); }
public DoorElectricElement(SubsystemElectricity subsystemElectricity, CellFace cellFace) : base(subsystemElectricity, cellFace) { m_lastChangeCircuitStep = base.SubsystemElectricity.CircuitStep; m_needsReset = true; }
public SolarGeneratorElement(SubsystemElectricity subsystemElectricity, CellFace cellFace) : base(subsystemElectricity, cellFace) { }
public void GenerateTerrain(int x, int y, int z, int value, int face, BlockTerrain.Chunk chunk, ref CellFace data) { switch (face) { case CellFace.TOP: data.TextureSlot = 0; data.Color = map.Lookup(chunk.GetShiftValue(x, z)); break; case CellFace.BOTTOM: data.TextureSlot = 2; data.Color = Color.white; break; default: data.TextureSlot = 3; data.Color = Color.white; break; } }
public void GenerateTerrain(int x, int y, int z, int value, int face, BlockTerrain.Chunk chunk, ref CellFace data) { data.TextureSlot = TextureSlot; data.Color = Color.white; }
public ChristmasTreeElectricElement(SubsystemElectricity subsystemElectricity, CellFace cellFace, int value) : base(subsystemElectricity, cellFace) { m_lastChangeCircuitStep = base.SubsystemElectricity.CircuitStep; m_voltage = (ChristmasTreeBlock.GetLightState(Terrain.ExtractData(value)) ? 1 : 0); }
public DelayGateElectricElement(SubsystemElectricity subsystemElectricity, CellFace cellFace) : base(subsystemElectricity, cellFace) { }
public override void OnNeighborBlockChanged(CellFace cellFace, int neighborX, int neighborY, int neighborZ) { cptBase.connections = subsystemItemElectric.getConlist(SubsystemElectricity.SubsystemTerrain.Terrain, cellFace.Point); }
public DetonatorElectricElement(SubsystemElectricity subsystemElectricity, CellFace cellFace) : base(subsystemElectricity, cellFace) { }
public override void OnHitByProjectile(CellFace cellFace, WorldItem worldItem) { Detonate(); }
public AdjustableDelayGateElectricElement(SubsystemElectricity subsystemElectricity, CellFace cellFace) : base(subsystemElectricity, cellFace) { int data = Terrain.ExtractData(subsystemElectricity.SubsystemTerrain.Terrain.GetCellValue(cellFace.X, cellFace.Y, cellFace.Z)); m_delaySteps = AdjustableDelayGateBlock.GetDelay(data); }
public void GenerateTerrain(int x, int y, int z, int value, int face, BlockTerrain.Chunk chunk, ref CellFace data) { data.TextureSlot = (face == CellFace.TOP || face == CellFace.BOTTOM) ? 21 : TextureSlot; data.Color = Color.white; }