internal void Spawn(ObjectDefinition objectDefinition) { var job = new ProductionJob(objectDefinition, instant: true); _productionQueue.Insert(0, job); }
public GameObject Add(ObjectDefinition objectDefinition, Player player) => GameLogic.CreateObject(objectDefinition, player);
internal void QueueProduction(ObjectDefinition objectDefinition) { var job = new ProductionJob(objectDefinition); _productionQueue.Add(job); }
public bool ProducedAtHelipad(ObjectDefinition definition) => definition.KindOf.Get(ObjectKinds.ProducedAtHelipad);
public GameObject Add(ObjectDefinition objectDefinition) { return(Add(objectDefinition, _civilianPlayer)); }
internal void SpawnPayload(ObjectDefinition objectDefinition, float buildTime = 0.0f) { var job = new ProductionJob(objectDefinition, buildTime / _gameObject.ProductionModifier); _productionQueue.Insert(1, job); }
internal void QueueProduction(ObjectDefinition objectDefinition) { var job = new ProductionJob(objectDefinition, objectDefinition.BuildTime / _gameObject.ProductionModifier); _productionQueue.Add(job); }