public void Damaged(Actor self, AttackInfo e) { // Power plants lose power with damage if (Info.Power > 0) { PlayerPower.UpdateActor(self, GetPowerUsage()); } }
public void ResolveOrder(Actor self, Order order) { if (order.OrderString == "PowerDown") { disabled = !disabled; Sound.PlayNotification(self.Owner, "Sounds", (disabled ? "EnablePower" : "DisablePower"), self.Owner.Country.Race); PowerManager.UpdateActor(self, disabled ? 0 : normalPower); if (disabled) { self.World.AddFrameEndTask( w => w.Add(new PowerdownIndicator(self))); } } }
public void ResolveOrder(Actor self, Order order) { if (order.OrderString == "PowerDown") { disabled = !disabled; var eva = self.World.WorldActor.Info.Traits.Get <EvaAlertsInfo>(); Sound.PlayToPlayer(self.Owner, disabled ? eva.EnablePower : eva.DisablePower); PowerManager.UpdateActor(self, disabled ? 0 : normalPower); if (disabled) { self.World.AddFrameEndTask( w => w.Add(new PowerdownIndicator(self))); } } }