コード例 #1
0
        // really should have a ConvoyManager to encapsulate these details...
        private Convoy RegisterConvoy(IMyCubeGrid leaderGrid, NpcGroupState npcGroupState, UnitType unitType,
                                      Vector3D destination, DateTime spawnTime)
        {
            leaderGrid.StartTimerBlocks();

            Convoy convoy;

            if (unitType == UnitType.Air)
            {
                convoy = new ConvoyAir(destination, npcGroupState, heatSystem, audioSystem, leaderGrid, spawnTime);
            }
            else
            {
                convoy = new ConvoyGround(destination, npcGroupState, heatSystem, audioSystem, leaderGrid, spawnTime);
            }
            npcGroups.Add(convoy);
            return(convoy);
        }
コード例 #2
0
        internal BackupGroup(NpcGroupState initialState, Vector3D destination, IMyCubeGrid leader,
                             HeatSystem heatSystem, QueuedAudioSystem audioSystem, DateTime groupSpawnTime)
            : base(leader.EntityId, initialState, destination, NpcGroupType.Backup, groupSpawnTime, heatSystem)
        {
            this.leader      = leader;
            this.audioSystem = audioSystem;
            this.heat        = heatSystem;

            var InterceptingBeaconSuffixID = MyStringId.TryGet("InterceptingBeaconSuffix");

            InterceptingBeaconSuffix = VRage.MyTexts.Get(InterceptingBeaconSuffixID).ToString();

            var ReturningToBaseID = MyStringId.TryGet("ReturningToBase");

            ReturningToBase = VRage.MyTexts.Get(ReturningToBaseID).ToString();

            var InvestigatingBackupCallID = MyStringId.TryGet("InvestigatingBackupCall");

            InvestigatingBackupCall = VRage.MyTexts.Get(InvestigatingBackupCallID).ToString();
        }
コード例 #3
0
 public ConvoyGround(Vector3D destination, NpcGroupState initialState, NpcGroupArrivalObserver arrivalObserver,
                     QueuedAudioSystem audioSystem, IMyCubeGrid leader, DateTime groupSpawnTime)
     : base(destination, initialState, arrivalObserver, audioSystem, leader, groupSpawnTime)
 {
 }