/// <summary>
 /// Setup the current trigger method for this entity.
 /// The trigger specifies how to interact with an entity.
 /// </summary>
 /// <param name="triggerty"></param>
 public virtual void SetTriggerType(EEntityTriggerTypes triggerty)
 {
     if (TriggerType != triggerty)
     {
         RemoveTriggerCallback(); //Remove any leftover callback for the previous trigger type
     }
     TriggerType = triggerty;
 }
 protected GroundEntity(GroundEntity other)
 {
     EntEnabled  = other.EntEnabled;
     Collider    = other.Collider;
     EntName     = other.EntName;
     Direction   = other.Direction;
     triggerType = other.triggerType;
 }
Exemple #3
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 public GroundObject(ObjAnimData anim, Rect collider, EEntityTriggerTypes triggerty, string entname)
     : this(anim, collider, new Loc(), true, triggerty, entname)
 {
 }
Exemple #4
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 public GroundObject(ObjAnimData anim, Rect collider, Loc drawOffset, bool solid, EEntityTriggerTypes triggerty, string entname)
 {
     ScriptEvents = new Dictionary <LuaEngine.EEntLuaEventTypes, ScriptEvent>();
     ObjectAnim   = anim;
     Collider     = collider;
     DrawOffset   = drawOffset;
     SetTriggerType(triggerty);
     EntName = entname;
 }
        public GroundObject(ObjAnimData anim, Rect collider, Loc drawOffset, bool solid, EEntityTriggerTypes triggerty, string entname)
        {
            ScriptEvents = new Dictionary <LuaEngine.EEntLuaEventTypes, ScriptEvent>();
            ObjectAnim   = anim;
            Collider     = collider;
            DrawOffset   = drawOffset;
            SetTriggerType(triggerty);
            EntName        = entname;
            DevEntColoring = Color.Chartreuse;

            //by default, objects never think
            ThinkType = EThink.Never;
        }
 public override void SetTriggerType(EEntityTriggerTypes triggerty)
 {
     //do nothing
 }