Exemple #1
0
 public virtual void Deact()
 {
     for (int i = 0; i < reactorList.Count; i++)
     {
         Reactor r = reactorList[i];
         r.Deact();
     }
 }
Exemple #2
0
 public virtual void Dewit()                                                                       //THIS IS WHAT THE AFFECTER WILL PERFORM EVERY TURN, IF ACTIVE
 {
     vitality += vRate;                                                                            //UPDATE VITALITY
     for (int i = 0; i < interactorList.Count; i++)                                                //FOR EACH INTERACTOR IN THE LIST
     {
         Affecter interactor = interactorList.ElementAt(i);                                        //FOR EACH INTERACTOR IN THE LIST
         if (!(interactor).IsPresent())                                                            //IF THE INTERACTOR ISN'T ALIVE
         {
             interactorList.Remove(interactor);                                                    //DELET THIS
             continue;                                                                             //IGNORE THE REST OF THE POTENTIAL INTERACTION WITH THIS INTERACTOR
         }
         if (layered && interactor.IsLayered())                                                    //IF BOTH AFFECTERS ACT AS LAYERS
         {
             if (Mathf.Abs(targetBody.GetLayerVal(interactor) - targetBody.GetLayerVal(this)) > 1) //IF THE INTERACTOR ISN'T ONE LAYER BENEATH OR ABOVE
             {
                 continue;                                                                         //CEASE THE INTERACTION
             }
         }
         for (int j = 0; j < reactorList.Count; j++)     //FOR EACH REACTOR IN THE REACTOR LIST
         {
             Reactor reactor = reactorList.ElementAt(j); //FOR EACH REACTOR IN THE REACTOR LIST
             if (reactor.vitality <= 0)                  //IF THE REACTOR IS DEAD
             {
                 if (!reactor.IsImmortal())              //LIKE... DEAD
                 {
                     reactor.Deact();                    //DELETE REACTOR
                     if (reactor.IsVital())              //IF THE REACTOR IS VITAL
                     {
                         present = false;                //DESTROY THE AFFECTER TO WHICH THE REACTOR IS ATTACHED
                         return;
                     }
                 }
                 else //IF THE REACTOR IS STILL ALIVE
                 {
                     reactor.FindMatches(interactor); //HANDLE ANY INTERACTIONS IT MIGHT HAVE WITH THE INTERACTOR
                 }
             }
         }
     }
 }