public Carryall(Actor self, CarryallInfo info) { Info = info; Carryable = null; State = CarryallState.Idle; aircraftInfo = self.Info.TraitInfoOrDefault <AircraftInfo>(); body = self.Trait <BodyOrientation>(); move = self.Trait <IMove>(); facing = self.Trait <IFacing>(); }
public Aircraft(ActorInitializer init, AircraftInfo info) { this.info = info; this.self = init.Self; if (init.Contains <LocationInit>()) { SetPosition(self, init.Get <LocationInit, CPos>()); } if (init.Contains <CenterPositionInit>()) { SetPosition(self, init.Get <CenterPositionInit, WPos>()); } Facing = init.Contains <FacingInit>() ? init.Get <FacingInit, int>() : info.InitialFacing; }
public Aircraft(ActorInitializer init, AircraftInfo info) { Info = info; self = init.Self; if (init.Contains <LocationInit>()) { SetPosition(self, init.Get <LocationInit, CPos>()); } if (init.Contains <CenterPositionInit>()) { SetPosition(self, init.Get <CenterPositionInit, WPos>()); } Facing = init.Contains <FacingInit>() ? init.Get <FacingInit, int>() : info.InitialFacing; // TODO: HACK: This is a hack until we can properly distinquish between airplane and helicopter! // Or until the activities get unified enough so that it doesn't matter. IsPlane = !info.CanHover; }
public AttackAircraft(Actor self, AttackAircraftInfo info) : base(self, info) { Info = info; aircraftInfo = self.Info.TraitInfo <AircraftInfo>(); }
public ReturnOnIdle(Actor self, ReturnOnIdleInfo info) { aircraftInfo = self.Info.TraitInfo <AircraftInfo>(); }
public CarryallDeliverUnitTargeter(AircraftInfo aircraftInfo, CarryallInfo info) { this.aircraftInfo = aircraftInfo; this.info = info; }
public AircraftMoveOrderTargeter(AircraftInfo info) { this.info = info; }
public FlyCircleOnIdle(Actor self, FlyCircleOnIdleInfo info) { aircraftInfo = self.Info.TraitInfo <AircraftInfo>(); }