private void TrySpark() { //Not already doing an effect if (currentSparkEffect != null) { return; } currentSparkEffect = SparkUtil.TrySpark(objectBehaviour); }
private void Ignite() { SparkUtil.TrySpark(gameObject, expose: false); var worldPos = objectBehaviour.AssumedWorldPositionServer(); //Try start fire if possible var reactionManager = MatrixManager.AtPoint(worldPos, true).ReactionManager; reactionManager.ExposeHotspotWorldPosition(worldPos.To2Int(), 1000, true); }
public void ServerPerformInteraction(HandActivate interaction) { SparkUtil.TrySpark(objectBehaviour, expose: false); var worldPos = objectBehaviour.AssumedWorldPositionServer(); //Try start fire if possible var reactionManager = MatrixManager.AtPoint(worldPos, true).ReactionManager; reactionManager.ExposeHotspotWorldPosition(worldPos.To2Int(), 1000, true); }
private void TrySpark() { //Has to be broken and have power to spark if (mState != LightMountState.Broken || powerState == PowerState.Off) { return; } //Not already doing an effect if (currentSparkEffect != null) { return; } currentSparkEffect = SparkUtil.TrySpark(objectBehaviour); }
public override void Open() { lightControl.Toggle(true); if (sparkOnOpen) { SparkUtil.TrySpark(gameObject); } if (runsOutOverTime) { StartCoroutine(LightsOutAfterTime(lightControl, spriteHandler)); } if (glowHandler != null) { glowHandler.SetActive(true); } actionButton.ServerActionClicked -= Open; base.Open(); }
private void TrySpark() { SparkUtil.TrySpark(gameObject); }