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C# Pawn.Reserve方法代码示例

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;
        }
开发者ID:scyde,项目名称:Hardcore-SK,代码行数:38,代码来源:Building_DermalRegeneratorNew.cs

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;
        }
开发者ID:scyde,项目名称:Hardcore-SK,代码行数:69,代码来源:Building_MAD.cs

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;
        }
开发者ID:RWA-Team,项目名称:RimworldAscension,代码行数:35,代码来源:WorkGiver_WorkWithTools.cs


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