protected override void AttributeSetup(GameObject rootObj, string name, bool serverside, bool clientside, bool bundling) { base.AttributeSetup(rootObj, name, serverside, clientside, bundling); isBuildingPrivilege = rootObj.GetComponent <BuildingPrivlidge>(); bounds = rootObj.GetComponent <BaseEntity>().bounds; deployable = GetComponent <Deployable>(); placeholder = GetComponentInChildren <ConstructionPlaceholder>(); allSockets = GetComponentsInChildren <Socket_Base>(true); allProximities = GetComponentsInChildren <BuildingProximity>(true); socketHandle = GetComponentsInChildren <SocketHandle>(true).FirstOrDefault(); ConstructionGrade[] components = rootObj.GetComponents <ConstructionGrade>(); grades = new ConstructionGrade[5]; ConstructionGrade[] array = components; foreach (ConstructionGrade constructionGrade in array) { constructionGrade.construction = this; grades[(int)constructionGrade.gradeBase.type] = constructionGrade; } for (int j = 0; j < grades.Length; j++) { if (!(grades[j] == null)) { defaultGrade = grades[j]; break; } } }
protected override void AttributeSetup( GameObject rootObj, string name, bool serverside, bool clientside, bool bundling) { base.AttributeSetup(rootObj, name, serverside, clientside, bundling); this.isBuildingPrivilege = Object.op_Implicit((Object)rootObj.GetComponent <BuildingPrivlidge>()); this.bounds = ((BaseEntity)rootObj.GetComponent <BaseEntity>()).bounds; this.deployable = (Deployable)((Component)this).GetComponent <Deployable>(); this.placeholder = (ConstructionPlaceholder)((Component)this).GetComponentInChildren <ConstructionPlaceholder>(); this.allSockets = (Socket_Base[])((Component)this).GetComponentsInChildren <Socket_Base>(true); this.allProximities = (BuildingProximity[])((Component)this).GetComponentsInChildren <BuildingProximity>(true); this.socketHandle = ((IEnumerable <SocketHandle>)((Component)this).GetComponentsInChildren <SocketHandle>(true)).FirstOrDefault <SocketHandle>(); M0[] components = rootObj.GetComponents <ConstructionGrade>(); this.grades = new ConstructionGrade[5]; foreach (ConstructionGrade constructionGrade in (ConstructionGrade[])components) { constructionGrade.construction = this; this.grades[(int)constructionGrade.gradeBase.type] = constructionGrade; } for (int index = 0; index < this.grades.Length; ++index) { if (!((PrefabAttribute)this.grades[index] == (PrefabAttribute)null)) { this.defaultGrade = this.grades[index]; break; } } }
protected override void AttributeSetup(GameObject rootObj, string name, bool serverside, bool clientside, bool bundling) { base.AttributeSetup(rootObj, name, serverside, clientside, bundling); this.isBuildingPrivilege = rootObj.GetComponent <BuildingPrivlidge>(); this.bounds = rootObj.GetComponent <BaseEntity>().bounds; this.deployable = base.GetComponent <Deployable>(); this.placeholder = base.GetComponentInChildren <ConstructionPlaceholder>(); this.allSockets = base.GetComponentsInChildren <Socket_Base>(true); this.allProximities = base.GetComponentsInChildren <BuildingProximity>(true); this.socketHandle = base.GetComponentsInChildren <SocketHandle>(true).FirstOrDefault <SocketHandle>(); ConstructionGrade[] components = rootObj.GetComponents <ConstructionGrade>(); this.grades = new ConstructionGrade[5]; ConstructionGrade[] constructionGradeArray = components; for (int i = 0; i < (int)constructionGradeArray.Length; i++) { ConstructionGrade constructionGrade = constructionGradeArray[i]; constructionGrade.construction = this; this.grades[(int)constructionGrade.gradeBase.type] = constructionGrade; } for (int j = 0; j < (int)this.grades.Length; j++) { if (this.grades[j] != null) { this.defaultGrade = this.grades[j]; return; } } }