public void Killed(Actor self, AttackInfo e)
        {
            var buildingInfo = self.Info.Traits.Get <BuildingInfo>();

            FootprintUtils.UnpathableTiles(self.Info.Name, buildingInfo, self.Location).Do(
                t => self.World.AddFrameEndTask(w => w.Add(new Explosion(w, w.Map.CenterOfCell(t), info.Sequence, info.Palette))));
        }
示例#2
0
        public void Killed(Actor self, AttackInfo e)
        {
            var bi = self.Info.Traits.Get <BuildingInfo>();

            FootprintUtils.UnpathableTiles(self.Info.Name, bi, self.Location).Do(
                t => self.World.AddFrameEndTask(
                    w => w.Add(new Explosion(w, Traits.Util.CenterOfCell(t), "building", false, 0))));
        }
示例#3
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        public void Killed(Actor self, AttackInfo e)
        {
            //TODO: Make palette for this customizable as well
            var bi = self.Info.Traits.Get <BuildingInfo>();

            FootprintUtils.UnpathableTiles(self.Info.Name, bi, self.Location).Do(
                t => self.World.AddFrameEndTask(
                    w => w.Add(new Explosion(w, t.CenterPosition, "building", "effect"))));
        }
        public void Killed(Actor self, AttackInfo e)
        {
            var cells = FootprintUtils.UnpathableTiles(self.Info.Name, buildingInfo, self.Location);

            if (info.Delay > 0)
            {
                self.World.AddFrameEndTask(w => w.Add(new DelayedAction(info.Delay, () => SpawnExplosions(self.World, cells))));
            }
            else
            {
                SpawnExplosions(self.World, cells);
            }
        }