コード例 #1
0
ファイル: RepairIndicator.cs プロジェクト: watsoncui/OpenRA
 public RepairIndicator(Actor building, string palettePrefix, Player player)
 {
     this.building      = building;
     this.player        = player;
     this.palettePrefix = palettePrefix;
     rb = building.Trait <RepairableBuilding>();
     anim.PlayRepeating("repair");
 }
コード例 #2
0
ファイル: RepairIndicator.cs プロジェクト: nevelis/OpenRA
 public RepairIndicator(Actor building, string palettePrefix, Player player)
 {
     this.building = building;
     this.player = player;
     this.palettePrefix = palettePrefix;
     rb = building.Trait<RepairableBuilding>();
     anim.PlayRepeating("repair");
 }
コード例 #3
0
ファイル: RepairIndicator.cs プロジェクト: DoGyAUT/OpenRA
        public RepairIndicator(Actor building)
        {
            this.building = building;

            rb   = building.Trait <RepairableBuilding>();
            anim = new Animation(building.World, rb.Info.IndicatorImage, () => !rb.RepairActive || rb.IsTraitDisabled);

            CycleRepairer();
        }
コード例 #4
0
ファイル: RepairIndicator.cs プロジェクト: CH4Code/OpenRA
        public RepairIndicator(Actor building)
        {
            this.building = building;

            rb = building.Trait<RepairableBuilding>();
            anim = new Animation(building.World, rb.Info.IndicatorImage, () => !rb.RepairActive || rb.IsTraitDisabled);

            CycleRepairer();
        }
コード例 #5
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 public WithBuildingRepairDecoration(Actor self, WithBuildingRepairDecorationInfo info)
     : base(self, info)
 {
     this.info = info;
     rb        = self.Trait <RepairableBuilding>();
     anim      = new Animation(self.World, info.Image,
                               () => !rb.RepairActive || rb.IsTraitDisabled || !ShouldRender(self));
     anim.PlayThen(info.Sequence, CycleRepairer);
     CycleRepairer();
 }
コード例 #6
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        public RepairIndicator(Actor building, string palettePrefix, Player player)
        {
            this.building      = building;
            this.player        = player;
            this.palettePrefix = palettePrefix;

            rb   = building.TraitOrDefault <RepairableBuilding>();
            anim = new Animation(building.World, "allyrepair");
            anim.PlayRepeating("repair");
        }
コード例 #7
0
ファイル: RepairIndicator.cs プロジェクト: RunCraze/OpenRA
        public RepairIndicator(Actor building, string palettePrefix, Player player)
        {
            this.building = building;
            this.player = player;
            this.palettePrefix = palettePrefix;

            rb = building.TraitOrDefault<RepairableBuilding>();
            anim = new Animation(building.World, "allyrepair");
            anim.PlayRepeating("repair");
        }
コード例 #8
0
ファイル: RepairIndicator.cs プロジェクト: wytsep/OpenRA
        public RepairIndicator(Actor building, string palettePrefix)
        {
            this.building      = building;
            this.palettePrefix = palettePrefix;

            rb          = building.TraitOrDefault <RepairableBuilding>();
            anim        = new Animation(building.World, "allyrepair");
            anim.Paused = () => !rb.RepairActive;

            CycleRepairer();
        }
コード例 #9
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ファイル: RepairIndicator.cs プロジェクト: JackKucan/OpenRA
		public RepairIndicator(Actor building, string palettePrefix)
		{
			this.building = building;
			this.palettePrefix = palettePrefix;

			rb = building.TraitOrDefault<RepairableBuilding>();
			anim = new Animation(building.World, "allyrepair");
			anim.Paused = () => !rb.RepairActive;

			CycleRepairer();
		}
コード例 #10
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 public RepairableBuildingProperties(ScriptContext context, Actor self)
     : base(context, self)
 {
     rb = self.Trait <RepairableBuilding>();
 }