private static bool OnValidate(Vector2Ushort tilePosition, bool logErrors) { var character = Client.Characters.CurrentPlayerCharacter; return(currentSelectedProtoSeed.SharedIsValidPlacementPosition( tilePosition, character, logErrors: logErrors)); }
private static void OnValidate( Vector2Ushort tilePosition, bool logErrors, out bool canPlace, out bool isTooFar) { currentSelectedProtoSeed.SharedIsValidPlacementPosition( tilePosition, Api.Client.Characters.CurrentPlayerCharacter, logErrors: logErrors, canPlace: out canPlace, isTooFar: out isTooFar); }
private static void OnValidate( Vector2Ushort tilePosition, bool logErrors, out string errorMessage, out bool canPlace, out bool isTooFar) { currentSelectedProtoSeed.SharedIsValidPlacementPosition( tilePosition, Api.Client.Characters.CurrentPlayerCharacter, logErrors: logErrors, canPlace: out canPlace, isTooFar: out isTooFar, errorCodeOrMessage: out var errorCodeOrMessage); errorMessage = ConstructionSystem.SharedConvertCodeOrErrorMessageToString(errorCodeOrMessage); }