public override void Apply(Simulation Sim, WorldSceneNode WorldNode) { if (Sim.World.Check(WorldNode.HoverBlock)) { Sim.AddTask(new Tasks.Mine(WorldNode.HoverBlock)); } }
public override void Apply(Simulation Sim, WorldSceneNode WorldNode) { if (Sim.World.Check(WorldNode.HoverBlock)) { var cell = Sim.World.CellAt(WorldNode.HoverBlock); cell.SetFlag(CellFlags.Storehouse, true); Sim.SetUpdateFlag(WorldNode.HoverBlock); } }
public override void Apply(Simulation Sim, WorldSceneNode WorldNode) { if (SelectedBlock == null) return; if (Sim.World.Check(WorldNode.AdjacentHoverBlock)) { var cell = Sim.World.CellAt(WorldNode.AdjacentHoverBlock); if (cell.Block != null) return; cell.Block = Sim.Blocks.Templates["Scaffold"]; cell.BlockOrientation = CellLink.Directions.North; if (SelectedBlock.Orientable) cell.BlockOrientation = CellLink.DeriveDirectionFromNormal(WorldNode.HoverNormal); Sim.AddTask(new Tasks.Build(SelectedBlock, WorldNode.AdjacentHoverBlock)); } }