public ScalePowerWithHealth(Actor self) { power = self.Owner.PlayerActor.Trait <PowerManager>(); health = self.Trait <Health>(); }
public SelfHealing(Actor self, SelfHealingInfo info) : base(info) { health = self.Trait <Health>(); }
public RepairableBuilding(Actor self, RepairableBuildingInfo info) : base(info) { health = self.Trait <Health>(); isNotActiveAlly = player => player.WinState != WinState.Undefined || player.Stances[self.Owner] != Stance.Ally; }
public UpgradeOnDamageState(Actor self, UpgradeOnDamageStateInfo info) { this.info = info; um = self.Trait <UpgradeManager>(); health = self.Trait <Health>(); }
public Explodes(ExplodesInfo info, Actor self) : base(info) { health = self.Trait <Health>(); }
public DamagedByTerrain(Actor self, DamagedByTerrainInfo info) : base(info) { health = self.Trait <Health>(); }