public ScheduledUpdateCache(Slot slot, EquiPlayerAttachmentComponentDefinition.ImmutableEffectOperations def) { Slot = slot; Operation = def; if (def.When == MyObjectBuilder_EquiPlayerAttachmentComponentDefinition.EffectOperationsInfo.TriggerTime.Continuous || def.DelayMs > 0) { Delegate = Apply; } else { Delegate = null; } }
public EquiVoxelPowerComponent() { _queryFinishedGameThread = QueryFinishedGameThread; }
public BendyPhysicsComponent() { _calcDel = ProxyCalculate; }