Esempio n. 1
0
        public static bool RemoveNodeComponent(PowerSystem __instance, int id)
        {
            if (SimulatedWorld.Initialized)
            {
                // as the destruct is synced accross players this event is too
                // and as such we can safely remove power demand for every player
                PowerNodeComponent pComp = __instance.nodePool[id];
                PowerTowerManager.RemExtraDemand(__instance.planet.id, pComp.networkId, id);
            }

            return(true);
        }
Esempio n. 2
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        public static bool RemoveNodeComponent(PowerSystem __instance, int id)
        {
            if (Multiplayer.IsActive)
            {
                // as the destruct is synced accross players this event is too
                // and as such we can safely remove power demand for every player
                PowerNodeComponent pComp = __instance.nodePool[id];
                Multiplayer.Session.PowerTowers.RemExtraDemand(__instance.planet.id, pComp.networkId, id);
            }

            return(true);
        }
Esempio n. 3
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        public static void UpdateAnimation(int PlanetId, int NetId, int NodeId, int PowerAmount)
        {
            float         idkValue = 0.016666668f;
            PlanetFactory factory  = GameMain.galaxy.PlanetById(PlanetId)?.factory;

            if (factory != null && factory.entityAnimPool != null && factory.powerSystem != null)
            {
                PowerNodeComponent pComp    = factory.powerSystem.nodePool[NodeId];
                AnimData[]         animPool = factory.entityAnimPool;
                int entityId = pComp.entityId;

                if (pComp.coverRadius < 15f)
                {
                    animPool[entityId].StepPoweredClamped(factory.powerSystem.networkServes[NetId], idkValue, (PowerAmount > 0) ? 2U : 1U);
                }
                else
                {
                    animPool[entityId].StepPoweredClamped2(factory.powerSystem.networkServes[NetId], idkValue, (PowerAmount > 0) ? 2U : 1U);
                }
            }
        }