public override void Load(ValuesDictionary valuesDictionary) { base.Load(valuesDictionary); m_subsystemTerrain = base.Project.FindSubsystem <SubsystemTerrain>(throwOnError: true); m_subsystemBlockEntities = base.Project.FindSubsystem <SubsystemBlockEntities>(throwOnError: true); m_subsystemGameInfo = base.Project.FindSubsystem <SubsystemGameInfo>(throwOnError: true); m_subsystemAudio = base.Project.FindSubsystem <SubsystemAudio>(throwOnError: true); }
public DispenserElectricElement(SubsystemElectricity subsystemElectricity, Point3 point) : base(subsystemElectricity, new List <CellFace> { new CellFace(point.X, point.Y, point.Z, 0), new CellFace(point.X, point.Y, point.Z, 1), new CellFace(point.X, point.Y, point.Z, 2), new CellFace(point.X, point.Y, point.Z, 3), new CellFace(point.X, point.Y, point.Z, 4), new CellFace(point.X, point.Y, point.Z, 5) }) { m_subsystemBlockEntities = base.SubsystemElectricity.Project.FindSubsystem <SubsystemBlockEntities>(throwOnError: true); }
public static void Load(Project Project) { if (LoadedProject) { return; } SubsystemGameInfo = Project.FindSubsystem <SubsystemGameInfo>(true); SubsystemAudio = Project.FindSubsystem <SubsystemAudio>(true); SubsystemBodies = Project.FindSubsystem <SubsystemBodies>(true); SubsystemTime = Project.FindSubsystem <SubsystemTime>(true); SubsystemItemsScanner = Project.FindSubsystem <SubsystemItemsScanner>(true); SubsystemMovingBlocks = Project.FindSubsystem <SubsystemMovingBlocks>(true); SubsystemBlockEntities = Project.FindSubsystem <SubsystemBlockEntities>(true); SubsystemExplosions = Project.FindSubsystem <SubsystemExplosions>(true); SubsystemCollapsingBlockBehavior = Project.FindSubsystem <SubsystemCollapsingBlockBehavior>(true); SubsystemPickables = Project.FindSubsystem <SubsystemPickables>(true); SubsystemProjectiles = Project.FindSubsystem <SubsystemProjectiles>(true); Terrain = (SubsystemTerrain = Project.FindSubsystem <SubsystemTerrain>(true)).Terrain; LoadedProject = true; }