protected override void OnSpawn() { base.OnSpawn(); this.animController = base.GetComponent <KBatchedAnimController>(); base.OnToggle += new Action <bool>(this.OnSwitchToggled); this.UpdateVisualState(true); this.wasOn = this.switchedOn; // subscribe to add/remove pickupables on the cell in question int cell = this.NaturalBuildingCell(); this.pickupablesChangedEntry = GameScenePartitioner.Instance.Add("ItemTemperatureSensor.PickupablesChanged", base.gameObject, cell, GameScenePartitioner.Instance.pickupablesChangedLayer, new Action <object>(this.OnPickupablesChanged)); this.Update(); // load refresh interval from config file this.refreshInterval = MoreTemperatureSensorsConfig.Config.GetItemInterval; this.itemCountThreshold = MoreTemperatureSensorsConfig.Config.ItemSensorItemCountFastThreshold; if (this.itemCountThreshold < 0) { this.itemCountThreshold = 0; } // Apply color this.OnOverlayChange(""); OverlayChangeController.Add(this); }
protected override void OnSpawn() { base.OnSpawn(); // Apply color this.OnOverlayChange(""); OverlayChangeController.Add(this); }
protected override void OnSpawn() { base.OnSpawn(); this.cell = base.GetComponent <Building>().GetCellWithOffset(new CellOffset(0, -1)); this.SetTemperature(); // Apply color this.OnOverlayChange(""); OverlayChangeController.Add(this); }
protected override void OnSpawn() { this.cell = base.GetComponent <Building>().GetCellWithOffset(new CellOffset(0, 0)); base.OnSpawn(); base.OnToggle += new Action <bool>(this.OnSwitchToggled); this.updateInterval = MoreTemperatureSensorsConfig.Config.GetBatteryInterval; // Apply color this.OnOverlayChange(""); OverlayChangeController.Add(this); }
protected override void OnSpawn() { this.max = this.conduitType == ConduitType.Gas ? 1000f : 10000f; base.OnSpawn(); OverlayChangeController.Add(this); // Update currentValue to avoid all displays from showing 0 g on load. // No functional change. It's purely a display issue. this.ConduitUpdate(-10); // Apply color this.OnOverlayChange(""); }
protected override void OnSpawn() { base.OnSpawn(); this.animController = base.GetComponent <KBatchedAnimController>(); base.OnToggle += new Action <bool>(this.OnSwitchToggled); this.UpdateLogicCircuit(); this.UpdateVisualState(true); this.wasOn = this.switchedOn; Game.Instance.solidConduitFlow.AddConduitUpdater(new Action <float>(this.ConduitUpdate), ConduitFlowPriority.Default); // Apply color if color if a color is set // if (color.a != 0) { OverlayChangeController.Add(this); this.OnOverlayChange(""); } }
protected override void OnSpawn() { base.OnSpawn(); // subscribe to add/remove pickupables on the cell in question int cell = this.NaturalBuildingCell(); this.pickupablesChangedEntry = GameScenePartitioner.Instance.Add("ItemTemperatureSensor.PickupablesChanged", base.gameObject, cell, GameScenePartitioner.Instance.pickupablesChangedLayer, new Action <object>(this.OnPickupablesChanged)); this.Update(); // load refresh interval from config file this.refreshInterval = MoreTemperatureSensorsConfig.Config.ItemSensorUpdateIntervalSeconds; if (this.refreshInterval < 0.15f) { this.refreshInterval = 0.15f; } // Apply color this.OnOverlayChange(""); OverlayChangeController.Add(this); }