本文整理汇总了C#中Pawn.Reserve方法的典型用法代码示例。如果您正苦于以下问题:C# Pawn.Reserve方法的具体用法?C# Pawn.Reserve怎么用?C# Pawn.Reserve使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Pawn
的用法示例。
在下文中一共展示了Pawn.Reserve方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: GetFloatMenuOptions
public override IEnumerable<FloatMenuOption> GetFloatMenuOptions(Pawn myPawn)
{
List<FloatMenuOption> list = new List<FloatMenuOption>();
{
if (!myPawn.CanReserve(this))
{
FloatMenuOption item = new FloatMenuOption("CannotUseReserved", null);
return new List<FloatMenuOption>
{
item
};
}
if (!myPawn.CanReach(this, PathEndMode.Touch, Danger.Some))
{
FloatMenuOption item2 = new FloatMenuOption("CannotUseNoPath", null);
return new List<FloatMenuOption>
{
item2
};
}
if (OwnerPawn == null)
{
Action action = delegate
{
job1 = new Job(JobDefOf.Goto, this.InteractionCell);
job2 = new Job(JobDefOf.Wait, 18100);
myPawn.drafter.TakeOrderedJob(job1);
myPawn.drafter.pawn.QueueJob(job2);
JobPawn = myPawn;
myPawn.Reserve(this);
};
list.Add(new FloatMenuOption("Use Dermal Regenerator", action));
}
}
return list;
}
示例2: GetFloatMenuOptions
public override IEnumerable<FloatMenuOption> GetFloatMenuOptions(Pawn myPawn)
{
if (!this.powerComp.PowerOn)
{
FloatMenuOption item5 = new FloatMenuOption("CannotUseNoPower".Translate(), null);
return new List<FloatMenuOption>
{
item5
};
}
if (!myPawn.CanReserve(this, 1))
{
FloatMenuOption item = new FloatMenuOption("CannotUseReserved".Translate(), null);
return new List<FloatMenuOption>
{
item
};
}
if (!myPawn.CanReach(this, PathEndMode.InteractionCell, Danger.Some))
{
FloatMenuOption item2 = new FloatMenuOption("CannotUseNoPath".Translate(), null);
return new List<FloatMenuOption>
{
item2
};
}
if (!HasAnyContents)
{
FloatMenuOption item3 = new FloatMenuOption("Enter the Mind Altering Device", () =>
{
myPawn.Reserve(this, 0);
Job job = new Job(DefDatabase<JobDef>.GetNamed("EnterMAD"), this);
myPawn.drafter.TakeOrderedJob(job);
});
return new List<FloatMenuOption>
{
item3
};
}
if (HasAnyContents)
{
FloatMenuOption item4 = new FloatMenuOption("Open the Mind Altering Device", () =>
{
myPawn.Reserve(this, 0);
Job job = new Job(DefDatabase<JobDef>.GetNamed("OpenMAD"), this);
myPawn.drafter.TakeOrderedJob(job);
});
return new List<FloatMenuOption>
{
item4
};
}
return null;
}
示例3: TryEquipFreeTool
public Job TryEquipFreeTool(Pawn pawn)
{
// find proper tools of the specific work type
IEnumerable<Thing> availableTools =
Find.ListerThings.AllThings.FindAll(
tool =>
IsProperTool(tool) && !tool.IsForbidden(pawn.Faction) &&
pawn.CanReserveAndReach(tool, PathEndMode.ClosestTouch, pawn.NormalMaxDanger()));
if (availableTools.Any())
{
// find closest reachable tool of the specific work type
closestAvailableTool = GenClosest.ClosestThing_Global(pawn.Position, availableTools) as ThingWithComps;
if (closestAvailableTool != null)
{
// if pawn has equipped weapon, put it in inventory
if (pawn.equipment.Primary != null)
{
previousPawnWeapons.Add(pawn.equipment.Primary, pawn);
ThingWithComps leftover;
pawn.equipment.TryTransferEquipmentToContainer(pawn.equipment.Primary, pawn.inventory.container,
out leftover);
}
// reserve and set as auto equipped
pawn.Reserve(closestAvailableTool);
closestAvailableTool.TryGetComp<CompTool>().wasAutoEquipped = true;
return new Job(JobDefOf.Equip, closestAvailableTool);
}
}
return null;
}