internal static void CreateCustomActionSet <T>(Session session) where T : IMyTerminalBlock { CreateCustomActions <T> .CreateCycleAmmo(session); CreateCustomActions <T> .CreateShootClick(session); CreateCustomActions <T> .CreateNeutrals(session); CreateCustomActions <T> .CreateFriendly(session); CreateCustomActions <T> .CreateUnowned(session); CreateCustomActions <T> .CreateMaxSize(session); CreateCustomActions <T> .CreateMinSize(session); CreateCustomActions <T> .CreateMovementState(session); CreateCustomActions <T> .CreateControlModes(session); CreateCustomActions <T> .CreateSubSystems(session); CreateCustomActions <T> .CreateProjectiles(session); CreateCustomActions <T> .CreateBiologicals(session); CreateCustomActions <T> .CreateMeteors(session); CreateCustomActions <T> .CreateGrids(session); CreateCustomActions <T> .CreateFocusTargets(session); CreateCustomActions <T> .CreateFocusSubSystem(session); }
internal static void CreateDefaultActions <T>(Session session) where T : IMyTerminalBlock { CreateCustomActions <T> .CreateShoot(session); CreateCustomActions <T> .CreateShootOn(session); CreateCustomActions <T> .CreateShootOff(session); CreateCustomActions <T> .CreateShootOnce(session); CreateCustomActionSet <T>(session); }
internal static void CreateCustomDecoyActions <T>(Session session) where T : IMyTerminalBlock { CreateCustomActions <T> .CreateDecoy(session); }
internal static void CreateCustomCameraActions <T>(Session session) where T : IMyTerminalBlock { CreateCustomActions <T> .CreateCamera(session); }