public void StartRepairEffect(NodeAddedEvent evt, HealingEffectNode effect, [JoinByTank, Context] ReadyTankNode tank, [JoinByTank, Context] WeaponNode weapon) { Node[] nodes = new Node[] { tank, weapon }; base.NewEvent(new StartHealingGraphicsEffectEvent(((float)effect.durationConfig.Duration) / 1000f)).AttachAll(nodes).Schedule(); }
public void StopDoubleArmorEffect(NodeRemoveEvent evt, ArmorEffectNode effect, [JoinByTank] ReadyTankNode tank) { tank.doubleArmorEffect.Stop(); }
public void StartRepairEffect(StartHealingGraphicsEffectEvent evt, ReadyTankNode tank) { base.ScheduleEvent(new AddTankShaderEffectEvent(ClientGraphicsConstants.REPAIR_EFFECT, false), tank); }
public void StartDoubleArmorEffect(NodeAddedEvent evt, ArmorEffectNode effect, [Context, JoinByTank] ReadyTankNode tank) { tank.doubleArmorEffect.Play(); }