private void HandleCruiseChange(CruiseEngine sender, CruiseState newState) { if (newState == CruiseState.Charging) { engine.Drifting = false; } }
private void HandleCruiseChange(CruiseEngine sender) { if (sender.State != CruiseState.Off) { Drifting = false; } }
public override void Initialize(Ship sender) { base.Initialize(sender); sender.GetComponentsInChildren <Hardpoint>(true, hardpoints); sender.GetComponentsInChildren <Gun>(true, guns); afterburner = sender.GetComponentInChildren <Afterburner>(); shield = sender.GetComponentInChildren <Shield>(); cruiseEngine = sender.cruiseEngine; }
private void HandleCruiseChanged(CruiseEngine sender, CruiseState newState) { switch (sender.State) { case CruiseState.Charging: chargeCruiseEffect.Play(); break; case CruiseState.On: chargeCruiseEffect.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear); fullCruiseEffect.Play(); break; case CruiseState.Off: case CruiseState.Disrupted: chargeCruiseEffect.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear); fullCruiseEffect.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear); break; default: break; } }
private void HandleCruiseChanged(CruiseEngine sender, CruiseState newState) { SetCruiseText(sender.State); }