public void Killed(Actor self, AttackInfo e) { var buildingInfo = self.Info.Traits.Get <BuildingInfo>(); FootprintUtils.UnpathableTiles(self.Info.Name, buildingInfo, self.Location).Do( t => self.World.AddFrameEndTask(w => w.Add(new Explosion(w, w.Map.CenterOfCell(t), info.Sequence, info.Palette)))); }
public void Killed(Actor self, AttackInfo e) { var bi = self.Info.Traits.Get <BuildingInfo>(); FootprintUtils.UnpathableTiles(self.Info.Name, bi, self.Location).Do( t => self.World.AddFrameEndTask( w => w.Add(new Explosion(w, Traits.Util.CenterOfCell(t), "building", false, 0)))); }
public void Killed(Actor self, AttackInfo e) { //TODO: Make palette for this customizable as well var bi = self.Info.Traits.Get <BuildingInfo>(); FootprintUtils.UnpathableTiles(self.Info.Name, bi, self.Location).Do( t => self.World.AddFrameEndTask( w => w.Add(new Explosion(w, t.CenterPosition, "building", "effect")))); }
public void Killed(Actor self, AttackInfo e) { var cells = FootprintUtils.UnpathableTiles(self.Info.Name, buildingInfo, self.Location); if (info.Delay > 0) { self.World.AddFrameEndTask(w => w.Add(new DelayedAction(info.Delay, () => SpawnExplosions(self.World, cells)))); } else { SpawnExplosions(self.World, cells); } }