public override void Initialize() { this.m_State = MonitorAIStates.IDLE; this.m_NormalMonitors = new List <NormalMonitorCombatAIControl>(); this.m_Dish = this.m_Monitor.Modules.FirstOrDefault <Module>(); this.m_HasDish = this.m_Dish != null; this.m_Failed = false; }
private void ThinkIdle() { if (!this.m_Monitor.IsDestroyed && (!this.m_HasDish || this.m_Dish != null && this.m_Dish.IsAlive)) { return; } this.m_State = MonitorAIStates.DISABLE; }
public override void Initialize() { this.m_State = MonitorAIStates.DISABLE; this.m_Command = (CommandMonitorCombatAIControl)null; this.m_HadParent = false; this.m_DisableWeapons = false; foreach (IGameObject weaponBank in this.m_Monitor.WeaponBanks) { weaponBank.PostSetProp("DisableAllTurrets", true); } }
private void ThinkDisable() { if (this.m_Monitor.IsDestroyed || this.m_Command == null || this.m_DisableWeapons) { return; } foreach (IGameObject weaponBank in this.m_Monitor.WeaponBanks) { weaponBank.PostSetProp("DisableAllTurrets", false); } this.m_State = MonitorAIStates.IDLE; }
private void ThinkIdle() { if (this.m_Command == null || this.m_Command.GetShip() == null || this.m_Command.GetShip().IsDestroyed) { this.m_Command = (CommandMonitorCombatAIControl)null; } if (!this.m_Monitor.IsDestroyed && (!this.m_HadParent || this.m_Command != null) && !this.m_DisableWeapons) { return; } foreach (IGameObject weaponBank in this.m_Monitor.WeaponBanks) { weaponBank.PostSetProp("DisableAllTurrets", true); } this.m_State = MonitorAIStates.DISABLE; }