public void StopEffect(NodeRemoveEvent evt, HealingEffectNode effect, [JoinByTank] ReadyTankNode tank) { tank.healingGraphicEffect.StopEffect(); }
public void StartRepairEffect(NodeAddedEvent evt, HealingEffectNode effect, [JoinByTank, Context] ReadyTankNode tank, [JoinByTank, Context] WeaponNode weapon) { Node[] nodes = new Node[] { tank, weapon }; base.NewEvent(new StartHealingGraphicsEffectEvent(((float)effect.durationConfig.Duration) / 1000f)).AttachAll(nodes).Schedule(); }