示例#1
0
 public void StartRepairEffect(NodeAddedEvent evt, HealingEffectNode effect, [JoinByTank, Context] ReadyTankNode tank, [JoinByTank, Context] WeaponNode weapon)
 {
     Node[] nodes = new Node[] { tank, weapon };
     base.NewEvent(new StartHealingGraphicsEffectEvent(((float)effect.durationConfig.Duration) / 1000f)).AttachAll(nodes).Schedule();
 }
示例#2
0
 public void StopDoubleArmorEffect(NodeRemoveEvent evt, ArmorEffectNode effect, [JoinByTank] ReadyTankNode tank)
 {
     tank.doubleArmorEffect.Stop();
 }
示例#3
0
 public void StartRepairEffect(StartHealingGraphicsEffectEvent evt, ReadyTankNode tank)
 {
     base.ScheduleEvent(new AddTankShaderEffectEvent(ClientGraphicsConstants.REPAIR_EFFECT, false), tank);
 }
示例#4
0
 public void StartDoubleArmorEffect(NodeAddedEvent evt, ArmorEffectNode effect, [Context, JoinByTank] ReadyTankNode tank)
 {
     tank.doubleArmorEffect.Play();
 }