public static CombatVehicle CombatVehicleFactory(GameObjectCollection collection, PlayerGameObject controllingPlayer, Vector2 position) { CombatVehicle vehicle = new CombatVehicle(collection); collection.Add(vehicle); CombatVehicle.ServerInitialize(vehicle, controllingPlayer, position); return vehicle; }
public void AddVehicle(CombatVehicle vic) { if (vic.Company != null) { vic.Company.RemoveVehicle(vic); } vic.Company = this; combatVehicles.Value.Add(vic); }
public CombatVehicleSelected(UIContext nextInStack, CombatVehicle vehicle) : base(nextInStack) { this.vehicle = vehicle; }
public AddCombatVehicleToCompany(LocalPlayer player, Company co, CombatVehicle vic) { this.Append(co.ID); this.Append(vic.ID); player.SendTCP(this); }
public static void ServerInitialize(CombatVehicle vic, PlayerGameObject controllingPlayer, Vector2 position) { Vehicle.ServerInitialize(vic, controllingPlayer, position, maxMateriel); vic.targetPosition.Value = position; }
public void ResupplyCombatVehicle(CombatVehicle vic) { float resupply = Math.Min(this.MaxMaterielWithdrawl, vic.MaxMaterielDeposit); this.Materiel = this.Materiel - resupply; vic.Materiel = vic.Materiel + resupply; }