public void OnLoad(PartLoader loader) { foreach (var node in loader.GetNodes(typeof(RevealsShroudPart), info.InternalName)) { if (node.Key == "Tick") { tick = node.Convert <int>(); } } }
public void OnLoad(PartLoader loader) { foreach (var node in loader.GetNodes(typeof(CollectablePart), info.InternalName)) { if (node.Key == "Activated") { activated = node.Convert <bool>(); } if (node.Key == "Cooldown") { cooldown = node.Convert <int>(); } } }
public void OnLoad(PartLoader loader) { foreach (var node in loader.GetNodes(typeof(MobilePart), info.InternalName)) { if (node.Key == nameof(Force)) { Force = node.Convert <CPos>(); } else if (node.Key == nameof(Velocity)) { Velocity = node.Convert <CPos>(); } } }
public void OnLoad(PartLoader loader) { foreach (var node in loader.GetNodes(typeof(PlayerSwitchPart))) { if (node.Key == "RelativeHP") { RelativeHP = node.Convert <float>(); } if (node.Key == "ActorType") { ActorType = node.Convert <ActorType>(); } if (node.Key == "CurrentTick") { CurrentTick = node.Convert <int>(); } } }
public void OnLoad(PartLoader loader) { foreach (var node in loader.GetNodes(typeof(WeaponPart), info.InternalName)) { if (node.Key == "BeamWeapon") { var id = node.Convert <int>(); beam = (BeamWeapon)self.World.WeaponLayer.Weapons.Find(w => w.ID == id); } else if (node.Key == "PreparationTick") { prep = node.Convert <int>(); } else if (node.Key == nameof(Reload)) { Reload = node.Convert <int>(); } else if (node.Key == "Target") { var pos = node.Convert <CPos>(); target = new Target(new CPos(pos.X, pos.Y, 0), pos.Z); } } }