// construct and configure public VesselEncounter( bool isPlayer, string name, Encounter owner, GameBalance balance, VesselVisuals visuals, VesselStats stats, VesselStatus status, VesselModifiers modifiers) { this.isPlayer = isPlayer; this.name = name; this.owner = owner; this.balance = balance; this.modifiers = modifiers; this.visuals = visuals; Stats = stats; Status = status; visuals.ResetVisibility(); abilities = new Dictionary <string, VesselAbility>(); InitialiseAbilities(); }
public EffectEvade Setup(VesselVisuals vessel) { this.vessel = vessel; targets = new Transform[] { vessel.hull.transform, vessel.shield.transform, vessel.engineTrail.transform }; origins = new Vector3[targets.Length]; for (int i = 0; i < targets.Length; ++i) { origins[i] = targets[i].localPosition; } UpdateTransforms(0); return(this); }
public EffectBoardingStart Setup(VesselVisuals origin, VesselVisuals target) { this.origin = origin; this.target = target; return(this); }