public override void Execute()
        {
            base.Execute();
            PostBattleRepairController postBattleRepairController = Service.Get <PostBattleRepairController>();

            postBattleRepairController.PauseHealthRepairs(true);
            this.parent.ChildComplete(this);
        }
Esempio n. 2
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 public override void AddToGame(IGame game)
 {
     this.entityController           = Service.Get <EntityController>();
     this.currencyController         = Service.Get <ICurrencyController>();
     this.postBattleRepairController = Service.Get <PostBattleRepairController>();
     this.nodeList       = this.entityController.GetNodeList <GeneratorViewNode>();
     this.storageEffects = Service.Get <StorageEffects>();
     for (GeneratorViewNode generatorViewNode = this.nodeList.Head; generatorViewNode != null; generatorViewNode = generatorViewNode.Next)
     {
         if (generatorViewNode.GeneratorView != null)
         {
             generatorViewNode.GeneratorView.SetEnabled(true);
         }
     }
 }
Esempio n. 3
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        public override void Execute()
        {
            base.Execute();
            List <Entity> buildingListByType = Service.Get <BuildingLookupController>().GetBuildingListByType(this.type);
            PostBattleRepairController postBattleRepairController = Service.Get <PostBattleRepairController>();

            for (int i = 0; i < buildingListByType.Count; i++)
            {
                BuildingComponent buildingComponent = buildingListByType[i].Get <BuildingComponent>();
                if (this.area.Contains(new Vector2((float)buildingComponent.BuildingTO.X, (float)buildingComponent.BuildingTO.Z)))
                {
                    postBattleRepairController.ForceRepairOnBuilding(buildingComponent.Entity, this.repairPercent);
                }
            }
            Service.Get <EntityController>().GetViewSystem <HealthRenderSystem>().ForceUpdate();
            this.parent.ChildComplete(this);
        }