public override void Execute() { base.Execute(); PostBattleRepairController postBattleRepairController = Service.Get <PostBattleRepairController>(); postBattleRepairController.PauseHealthRepairs(true); this.parent.ChildComplete(this); }
public override void AddToGame(IGame game) { this.entityController = Service.Get <EntityController>(); this.currencyController = Service.Get <ICurrencyController>(); this.postBattleRepairController = Service.Get <PostBattleRepairController>(); this.nodeList = this.entityController.GetNodeList <GeneratorViewNode>(); this.storageEffects = Service.Get <StorageEffects>(); for (GeneratorViewNode generatorViewNode = this.nodeList.Head; generatorViewNode != null; generatorViewNode = generatorViewNode.Next) { if (generatorViewNode.GeneratorView != null) { generatorViewNode.GeneratorView.SetEnabled(true); } } }
public override void Execute() { base.Execute(); List <Entity> buildingListByType = Service.Get <BuildingLookupController>().GetBuildingListByType(this.type); PostBattleRepairController postBattleRepairController = Service.Get <PostBattleRepairController>(); for (int i = 0; i < buildingListByType.Count; i++) { BuildingComponent buildingComponent = buildingListByType[i].Get <BuildingComponent>(); if (this.area.Contains(new Vector2((float)buildingComponent.BuildingTO.X, (float)buildingComponent.BuildingTO.Z))) { postBattleRepairController.ForceRepairOnBuilding(buildingComponent.Entity, this.repairPercent); } } Service.Get <EntityController>().GetViewSystem <HealthRenderSystem>().ForceUpdate(); this.parent.ChildComplete(this); }