1using System.Collections.Generic;
43 p.onProgressBegin = delegate
50 p.onProgress = delegate
56 p.onProgressComplete = delegate
60 num = ((num <= 0) ? 1 : (2 + num / 10));
89 case "floor_water_shallow":
90 ChangeFloor(
"floor_water_shallow2");
93 ChangeFloor(
"floor_water_shallow");
95 case "floor_water_deep":
96 ChangeFloor(
"floor_water");
99 ChangeFloor(
"floor_raw3");
109 void ChangeFloor(
string id)
114 p.cell._bridge = (byte)row.
id;
115 if (
id ==
"floor_raw3")
117 p.cell._bridgeMat = 45;
122 p.cell._floor = (byte)row.
id;
123 if (
id ==
"floor_raw3")
125 p.cell._floorMat = 45;
ElementContainerCard elements
SoundSource PlaySound(string id, float v=1f, bool spatial=true)
void ModCharge(int a, bool destroy=false)
void Say(string lang, string ref1=null, string ref2=null)
SourceMaterial.Row matFloor
bool HasCondition(string alias)
static SourceManager sources
static Effect Get(Effect original)
void Play(float delay, Point from, float fixY=0f, Point to=null, Sprite sprite=null)
void ModExp(int ele, float a, bool chain=false)
void SetLiquid(int x, int z, CellEffect effect=null)
List< Point > ListPointsInSquare(Point center, int radius, bool mustBeWalkable=true, bool los=true)
SourceMaterial.Row matFloor
SourceMaterial.Row matBridge
SourceFloor.Row sourceFloor
void RefreshNeighborTiles()
void Animate(AnimeID id, bool animeBlock=false)
SourceFloor.Row sourceBridge
string GetSoundImpact(RenderRow c=null)
void PlayHitEffect(Point p, int emit=2)
override CursorInfo CursorIcon
override bool CanManualCancel()
override bool CanPressRepeat
override void OnCreateProgress(Progress_Custom p)
override HitResult GetHitResult()
override bool CanProgress()