3 public int fireAmount => base.cell.effect?.FireAmount ?? 0;
12 for (
int i = 0; i < surrounds.Length; i++)
32 base.cell.effect =
null;
73 base.cell.effect =
null;
override LogicalPointManager manager
void Transfer(Point p, byte amount=1)
HashSet< Point > refreshList
LogicalPoint GetOrCreate(Point point)
void Burn(int x, int z, bool instant=false)
CellEffectManager effectManager
Point Set(int _x, int _z)
void ModFire(int value, bool extinguish=false)
static readonly XY[] Surrounds