//////////////////////////////////////////////////////////////////////////////////////////////////////////////// /// <summary> // Starts the construction process of this abstraction. /// </summary> public virtual void StartBuildingObject(BuildingSlot buildingSlot = null) { _ObjectState = WorldObjectStates.Building; // Send message to match feed MatchFeed.Instance.AddMessage(string.Concat(ObjectName, " started construction.")); }
//////////////////////////////////////////////////////////////////////////////////////////////////////////////// /// <summary> // Sets the new current object state (Ie: Building, Deployable, Active). /// </summary> /// <param name="newState"></param> public override void SetObjectState(WorldObjectStates newState) { base.SetObjectState(newState); // Update gunner(s) object states for (int i = 0; i < IndependentGunners.Count; i++) { IndependentGunners[i]._ObjectState = _ObjectState; } }
//////////////////////////////////////////////////////////////////////////////////////////////////////////////// /// <summary> // Sets the new current object state (Ie: Building, Deployable, Active). /// </summary> /// <param name="newState"></param> public virtual void SetObjectState(WorldObjectStates newState) { _ObjectState = newState; }