public override IInteraction[] GenerateInteractions(IInteractionTarget[] targets) { List<IInteraction> generateInteractions = base.GenerateInteractions(targets).ToList(); var wallConstructionInteraction = new WallConstructionInteraction { WallToConstruct = WallToConstruct, FloorToConstruct = FloorToConstruct, Delay = Delay, LoadingBarPrefab = LoadingBarPrefab }; generateInteractions.Insert(0, wallConstructionInteraction); return generateInteractions.ToArray(); }
public override void GenerateInteractionsFromSource(IInteractionTarget[] targets, List <InteractionEntry> interactions) { base.GenerateInteractionsFromSource(targets, interactions); var wallConstructionInteraction = new WallConstructionInteraction { WallToConstruct = WallToConstruct, Delay = Delay, LoadingBarPrefab = LoadingBarPrefab, icon = constructIcon, ObstacleMask = ObstacleMask }; interactions.Insert(0, new InteractionEntry(targets[0], wallConstructionInteraction)); }
public override void CreateInteractions(IInteractionTarget[] targets, List <InteractionEntry> interactions) { base.CreateInteractions(targets, interactions); var wallConstructionInteraction = new WallConstructionInteraction { WallToConstruct = WallToConstruct, FloorToConstruct = FloorToConstruct, Delay = Delay, LoadingBarPrefab = LoadingBarPrefab, icon = constructIcon }; interactions.Insert(0, new InteractionEntry(targets[0], wallConstructionInteraction)); }