29 p.onProgressBegin = delegate
36 p.onProgress = delegate
41 p.onProgressComplete = delegate
49 case "floor_water_shallow2":
50 ChangeFloor(
"floor_water_shallow");
52 case "floor_water_shallow":
53 ChangeFloor(
"floor_water");
56 ChangeFloor(
"floor_water_deep");
59 ChangeFloor(
"floor_water_shallow2");
77 void ChangeFloor(
string id)
82 pos.cell._bridge = (byte)row.
id;
87 pos.cell._floor = (byte)row.
id;
ElementContainerCard elements
SourceMaterial.Row DyeMat
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
SourceFloor.Row sourceSurface
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, int a, bool chain=false)
static SourceMaterial.Row sourceWaterSea
void SetLiquid(int x, int z, CellEffect effect=null)
SourceMaterial.Row matFloor
SourceMaterial.Row matBridge
SourceFloor.Row sourceFloor
void RefreshNeighborTiles()
void Animate(AnimeID id, bool animeBlock=false)
SourceFloor.Row sourceBridge
override bool CanManualCancel()
override void OnCreateProgress(Progress_Custom p)
override bool CanPressRepeat
override bool CanProgress()
override HitResult GetHitResult()