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>();
 }
예제 #3
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 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>();
 }
예제 #4
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 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>();
 }