protected override void Created(Actor self) { rsm = self.TraitOrDefault <IRenderInfantrySequenceModifier>(); idleDelay = self.World.SharedRandom.Next(Info.MinIdleDelay, Info.MaxIdleDelay); base.Created(self); }
public RenderInfantry(Actor self, RenderInfantryInfo info) : base(self, MakeFacingFunc(self)) { this.info = info; DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(self, info.StandAnimations.Random(Game.CosmeticRandom)), () => 0); state = AnimationState.Waiting; move = self.Trait <IMove>(); rsm = self.TraitOrDefault <IRenderInfantrySequenceModifier>(); }
public WithInfantryBody(ActorInitializer init, WithInfantryBodyInfo info) { this.info = info; var self = init.Self; var rs = self.Trait <RenderSprites>(); DefaultAnimation = new Animation(init.World, rs.GetImage(self), RenderSprites.MakeFacingFunc(self)); rs.Add("", DefaultAnimation); DefaultAnimation.PlayFetchIndex(NormalizeInfantrySequence(init.Self, info.StandSequences.Random(Game.CosmeticRandom)), () => 0); state = AnimationState.Waiting; move = init.Self.Trait <IMove>(); rsm = init.Self.TraitOrDefault <IRenderInfantrySequenceModifier>(); }
public void Created(Actor self) { rsm = self.TraitOrDefault <IRenderInfantrySequenceModifier>(); }
protected override void Created(Actor self) { rsm = self.TraitOrDefault <IRenderInfantrySequenceModifier>(); base.Created(self); }