public RepairIndicator(Actor building, string palettePrefix, Player player) { this.building = building; this.player = player; this.palettePrefix = palettePrefix; rb = building.Trait <RepairableBuilding>(); anim.PlayRepeating("repair"); }
public RepairIndicator(Actor building, string palettePrefix, Player player) { this.building = building; this.player = player; this.palettePrefix = palettePrefix; rb = building.Trait<RepairableBuilding>(); anim.PlayRepeating("repair"); }
public RepairIndicator(Actor building) { this.building = building; rb = building.Trait <RepairableBuilding>(); anim = new Animation(building.World, rb.Info.IndicatorImage, () => !rb.RepairActive || rb.IsTraitDisabled); CycleRepairer(); }
public RepairIndicator(Actor building) { this.building = building; rb = building.Trait<RepairableBuilding>(); anim = new Animation(building.World, rb.Info.IndicatorImage, () => !rb.RepairActive || rb.IsTraitDisabled); CycleRepairer(); }
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(); }
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"); }
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"); }
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(); }
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(); }
public RepairableBuildingProperties(ScriptContext context, Actor self) : base(context, self) { rb = self.Trait <RepairableBuilding>(); }