public VoxelHarvesterDockSequence(Actor self, Actor proc) { this.proc = proc; state = State.Turn; harv = self.Trait <Harvester>(); body = self.Trait <WithVoxelUnloadBody>(); }
public VoxelHarvesterDockSequence(Actor self, Actor proc) { this.proc = proc; state = State.Turn; harv = self.Trait<Harvester>(); body = self.Trait<WithVoxelUnloadBody>(); }
public VoxelHarvesterDockSequence(Actor self, Actor refinery, int dockAngle, bool isDragRequired, WVec dragOffset, int dragLength) : base(self, refinery, dockAngle, isDragRequired, dragOffset, dragLength) { body = self.Trait <WithVoxelUnloadBody>(); spriteOverlay = refinery.TraitOrDefault <WithDockingOverlay>(); }
public VoxelHarvesterDockSequence(Actor self, Actor refinery, int dockAngle, bool isDragRequired, WVec dragOffset, int dragLength) : base(self, refinery, dockAngle, isDragRequired, dragOffset, dragLength) { body = self.Trait<WithVoxelUnloadBody>(); spriteOverlay = refinery.TraitOrDefault<WithDockingOverlay>(); }