示例#1
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 public RepairIndicator(Actor building, string palettePrefix, Player player)
 {
     this.building      = building;
     this.player        = player;
     this.palettePrefix = palettePrefix;
     rb = building.Trait <RepairableBuilding>();
     anim.PlayRepeating("repair");
 }
示例#2
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 public RepairIndicator(Actor building, string palettePrefix, Player player)
 {
     this.building = building;
     this.player = player;
     this.palettePrefix = palettePrefix;
     rb = building.Trait<RepairableBuilding>();
     anim.PlayRepeating("repair");
 }
示例#3
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        public RepairIndicator(Actor building)
        {
            this.building = building;

            rb   = building.Trait <RepairableBuilding>();
            anim = new Animation(building.World, rb.Info.IndicatorImage, () => !rb.RepairActive || rb.IsTraitDisabled);

            CycleRepairer();
        }
示例#4
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        public RepairIndicator(Actor building)
        {
            this.building = building;

            rb = building.Trait<RepairableBuilding>();
            anim = new Animation(building.World, rb.Info.IndicatorImage, () => !rb.RepairActive || rb.IsTraitDisabled);

            CycleRepairer();
        }
 public WithBuildingRepairDecoration(Actor self, WithBuildingRepairDecorationInfo info)
     : base(self, info)
 {
     this.info = info;
     rb        = self.Trait <RepairableBuilding>();
     anim      = new Animation(self.World, info.Image,
                               () => !rb.RepairActive || rb.IsTraitDisabled || !ShouldRender(self));
     anim.PlayThen(info.Sequence, CycleRepairer);
     CycleRepairer();
 }
示例#6
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        public RepairIndicator(Actor building, string palettePrefix, Player player)
        {
            this.building      = building;
            this.player        = player;
            this.palettePrefix = palettePrefix;

            rb   = building.TraitOrDefault <RepairableBuilding>();
            anim = new Animation(building.World, "allyrepair");
            anim.PlayRepeating("repair");
        }
示例#7
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        public RepairIndicator(Actor building, string palettePrefix, Player player)
        {
            this.building = building;
            this.player = player;
            this.palettePrefix = palettePrefix;

            rb = building.TraitOrDefault<RepairableBuilding>();
            anim = new Animation(building.World, "allyrepair");
            anim.PlayRepeating("repair");
        }
示例#8
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        public RepairIndicator(Actor building, string palettePrefix)
        {
            this.building      = building;
            this.palettePrefix = palettePrefix;

            rb          = building.TraitOrDefault <RepairableBuilding>();
            anim        = new Animation(building.World, "allyrepair");
            anim.Paused = () => !rb.RepairActive;

            CycleRepairer();
        }
示例#9
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		public RepairIndicator(Actor building, string palettePrefix)
		{
			this.building = building;
			this.palettePrefix = palettePrefix;

			rb = building.TraitOrDefault<RepairableBuilding>();
			anim = new Animation(building.World, "allyrepair");
			anim.Paused = () => !rb.RepairActive;

			CycleRepairer();
		}
示例#10
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 public RepairableBuildingProperties(ScriptContext context, Actor self)
     : base(context, self)
 {
     rb = self.Trait <RepairableBuilding>();
 }