public LightSequenceBar(LightSequence sequence, Point pivot, Dimension tileSize, int indent) : base(Geometry.ConstructRectangle(pivot, tileSize)) { this.sequence = sequence; this.tileSize = tileSize; this.indent = indent; }
public HealEffect(string description, LightSequence sequence, bool isKnown, int range, int increment) : base(description, sequence, delegate(Building building) { return HealPeople(building, range, increment); }, isKnown) { this.range = range; this.increment = increment; }
public BuildingEffect(string description, LightSequence sequence, DoEffect effectHandle, bool isKnown) { this.description = description; this.sequence = sequence; this.effectHandle = effectHandle; this.isKnown = isKnown; }
public override void Initialize(int x, int y, int width, int height, Texture2D texture) { base.Initialize(x, y, width, height, texture); lightBeams = new LightSequence(); triggeredSequences = new HashSet<LightSequence>(); activatedEffect = 0; effectDisplay = new LightSequenceBar(new LightSequence(), new Point(BoundingBox.X + 30, BoundingBox.Y + 30), new Dimension(10, 10), 5); effectDisplay.LayerDepth = Layer.Depth["LightSequence"]; base.dimension = new Dimension(2, 2); base.DeferDraw = true; }