public RepairBuilding(Actor self, Actor target, EnterBehaviour enterBehaviour, Stance validStances) : base(self, target, enterBehaviour) { this.target = target; this.validStances = validStances; health = target.Trait <Health>(); }
public RepairBridge(Actor self, Actor target, EnterBehaviour enterBehaviour, string notification) : base(self, target, enterBehaviour) { this.target = target; legacyHut = target.TraitOrDefault<LegacyBridgeHut>(); hut = target.TraitOrDefault<BridgeHut>(); this.notification = notification; }
protected Enter(Actor self, Actor target, EnterBehaviour enterBehaviour, int maxTries = 1, bool targetCenter = false) { this.move = self.Trait <IMove>(); this.target = Target.FromActor(target); this.maxTries = maxTries; this.enterBehaviour = enterBehaviour; this.targetCenter = targetCenter; }
protected Enter(Actor self, Actor target, EnterBehaviour enterBehaviour, int maxTries = 1, bool repathWhileMoving = true) { move = self.Trait <IMove>(); this.target = Target.FromActor(target); this.maxTries = maxTries; this.enterBehaviour = enterBehaviour; this.repathWhileMoving = repathWhileMoving; }
public RepairBridge(Actor self, Actor target, EnterBehaviour enterBehaviour, string notification) : base(self, target, enterBehaviour) { this.target = target; legacyHut = target.TraitOrDefault <LegacyBridgeHut>(); hut = target.TraitOrDefault <BridgeHut>(); this.notification = notification; }
public Infiltrate(Actor self, Actor target, EnterBehaviour enterBehaviour, Stance validStances, string notification) : base(self, target, enterBehaviour) { this.target = target; this.validStances = validStances; this.notification = notification; cloak = self.TraitOrDefault <Cloak>(); }
protected Enter(Actor self, Actor target, EnterBehaviour enterBehaviour, int maxTries = 1, bool targetCenter = false) { move = self.Trait<IMove>(); this.target = Target.FromActor(target); this.maxTries = maxTries; this.enterBehaviour = enterBehaviour; this.targetCenter = targetCenter; }
public Infiltrate(Actor self, Actor target, EnterBehaviour enterBehaviour, Stance validStances, string notification) : base(self, target, enterBehaviour) { this.target = target; this.validStances = validStances; this.notification = notification; cloak = self.TraitOrDefault<Cloak>(); }
public Demolish(Actor self, Target target, EnterBehaviour enterBehaviour, int delay, int flashes, int flashesDelay, int flashInterval) : base(self, target, Color.Crimson) { notifiers = self.TraitsImplementing <INotifyDemolition>().ToArray(); this.delay = delay; this.flashes = flashes; this.flashesDelay = flashesDelay; this.flashInterval = flashInterval; this.enterBehaviour = enterBehaviour; }
public Demolish(Actor self, Actor target, EnterBehaviour enterBehaviour, int delay, int flashes, int flashesDelay, int flashInterval) : base(self, target, enterBehaviour) { this.target = target; demolishables = target.TraitsImplementing <IDemolishable>().ToArray(); notifiers = self.TraitsImplementing <INotifyDemolition>().ToArray(); this.delay = delay; this.flashes = flashes; this.flashesDelay = flashesDelay; this.flashInterval = flashInterval; }
public Demolish(Actor self, Actor target, EnterBehaviour enterBehaviour, int delay, int flashes, int flashesDelay, int flashInterval, int flashDuration) : base(self, target, enterBehaviour) { this.target = target; demolishables = target.TraitsImplementing<IDemolishable>().ToArray(); this.delay = delay; this.flashes = flashes; this.flashesDelay = flashesDelay; this.flashInterval = flashInterval; this.flashDuration = flashDuration; cloak = self.TraitOrDefault<Cloak>(); }
public Demolish(Actor self, Actor target, EnterBehaviour enterBehaviour, int delay, int flashes, int flashesDelay, int flashInterval, int flashDuration) : base(self, target, enterBehaviour) { this.target = target; demolishables = target.TraitsImplementing <IDemolishable>().ToArray(); this.delay = delay; this.flashes = flashes; this.flashesDelay = flashesDelay; this.flashInterval = flashInterval; this.flashDuration = flashDuration; cloak = self.TraitOrDefault <Cloak>(); }
//readonly Dictionary<AmmoPool, int> ammoPoolsReloadTimes; public EnterSpawner(Actor self, Actor target, EnterBehaviour enterBehaviour) : base(self, target, enterBehaviour) { this.master = target; spawner = target.Trait <Spawner>(); ammoPools = self.TraitsImplementing <AmmoPool>().Where(p => !p.Info.SelfReloads).ToArray(); if (ammoPools == null) { return; } //ammoPoolsReloadTimes = ammoPools.ToDictionary(x => x, y => y.Info.ReloadDelay); }
public EnterTeleportNetwork(Actor self, Actor target, EnterBehaviour enterBehaviour, string type) : base(self, target, enterBehaviour) { this.type = type; }
public EnterCarrierParent(Actor self, Actor parent, CarrierParent spawnerParent, EnterBehaviour enterBehaviour) : base(self, Target.FromActor(parent)) { this.parent = parent; this.spawnerParent = spawnerParent; }
public EnterCarrierMaster(Actor self, Actor master, CarrierMaster spawnerMaster, EnterBehaviour enterBehaviour) : base(self, master, enterBehaviour) { this.master = master; this.spawnerMaster = spawnerMaster; }
public EnterCarrierMaster(Actor self, Target master, CarrierMaster spawnerMaster, EnterBehaviour enterBehaviour) : base(self, master, Color.Green) { this.master = master.Actor; this.spawnerMaster = spawnerMaster; }
public RepairBuilding(Actor self, Actor target, EnterBehaviour enterBehaviour) : base(self, target, enterBehaviour) { this.target = target; health = target.Trait<Health>(); }
public RepairBridge(Actor self, Actor target, EnterBehaviour enterBehaviour) : base(self, target, enterBehaviour) { hut = target.Trait <BridgeHut>(); }
public RepairBridge(Actor self, Actor target, EnterBehaviour enterBehaviour, string notification) : base(self, target, enterBehaviour) { hut = target.Trait <BridgeHut>(); this.notification = notification; }
public EnterCarrierMaster(Actor self, Actor master, CarrierMaster spawnerMaster, EnterBehaviour enterBehaviour, WDist closeEnoughDist) : base(self, master, enterBehaviour) ////closeenoughdist { this.master = master; this.spawnerMaster = spawnerMaster; }
public RepairBridge(Actor self, Target target, EnterBehaviour enterBehaviour, string notification) : base(self, target, Color.Yellow) { this.enterBehaviour = enterBehaviour; this.notification = notification; }
public EnterCarrierMaster(Actor self, Actor master, CarrierMaster spawnerMaster, EnterBehaviour enterBehaviour, WDist closeEnoughDist) : base(self, Target.FromActor(master)) { this.master = master; this.spawnerMaster = spawnerMaster; }
public RepairBuilding(Actor self, Actor target, EnterBehaviour enterBehaviour) : base(self, target, enterBehaviour) { this.target = target; health = target.Trait <Health>(); }
readonly Actor target; // remember nydus canal. public EnterNydus(Actor self, Actor target, EnterBehaviour enterBehaviour) : base(self, target, enterBehaviour) { this.target = target; }