public void BuildingComplete(Actor self) { wsb.DefaultAnimation.PlayFetchIndex(wsb.NormalizeSequence(self, info.Sequence), () => playerResources.ResourceCapacity != 0 ? ((info.Stages * wsb.DefaultAnimation.CurrentSequence.Length - 1) * playerResources.Resources) / (info.Stages * playerResources.ResourceCapacity) : 0); }
public void Tick(Actor self) { var baseSequence = wsb.NormalizeSequence(self, wsb.Info.Sequence); var sequence = NormalizeHarvesterSequence(self, baseSequence); if (!IsModifying && wsb.DefaultAnimation.HasSequence(sequence) && wsb.DefaultAnimation.CurrentSequence.Name != sequence) { wsb.DefaultAnimation.ReplaceAnim(sequence); } }
public void DamageStateChanged(Actor self, AttackInfo e) { if (anim.Animation.CurrentSequence != null) { anim.Animation.ReplaceAnim(wsb.NormalizeSequence(self, info.Sequence)); } }