protected override IEnumerable <Toil> MakeNewToils()
        {
            this.FailOnIncapable(PawnCapacityDefOf.Manipulation);
            yield return(Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.Touch));

            Toil prepare = Toils_General.Wait(this.useDuration, TargetIndex.None);

            prepare.WithProgressBarToilDelay(TargetIndex.A, false, -0.5f);
            prepare.FailOnDespawnedNullOrForbidden(TargetIndex.A);
            prepare.FailOnCannotTouch(TargetIndex.A, PathEndMode.Touch);
            yield return(prepare);

            Toil use = new Toil();

            use.initAction = delegate()
            {
                Pawn       actor      = use.actor;
                CompUsable compUsable = actor.CurJob.targetA.Thing.TryGetComp <CompUsable>();
                compUsable.UsedBy(actor);
            };
            use.defaultCompleteMode = ToilCompleteMode.Instant;
            yield return(use);

            yield break;
        }
            public bool MoveNext()
            {
                uint num = (uint)this.$PC;

                this.$PC = -1;
                switch (num)
                {
                case 0u:
                    this.FailOnIncapable(PawnCapacityDefOf.Manipulation);
                    this.$current = Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.Touch);
                    if (!this.$disposing)
                    {
                        this.$PC = 1;
                    }
                    return(true);

                case 1u:
                    prepare = Toils_General.Wait(this.useDuration, TargetIndex.None);
                    prepare.WithProgressBarToilDelay(TargetIndex.A, false, -0.5f);
                    prepare.FailOnDespawnedNullOrForbidden(TargetIndex.A);
                    prepare.FailOnCannotTouch(TargetIndex.A, PathEndMode.Touch);
                    this.$current = prepare;
                    if (!this.$disposing)
                    {
                        this.$PC = 2;
                    }
                    return(true);

                case 2u:
                {
                    Toil use = new Toil();
                    use.initAction = delegate()
                    {
                        Pawn       actor      = use.actor;
                        CompUsable compUsable = actor.CurJob.targetA.Thing.TryGetComp <CompUsable>();
                        compUsable.UsedBy(actor);
                    };
                    use.defaultCompleteMode = ToilCompleteMode.Instant;
                    this.$current           = use;
                    if (!this.$disposing)
                    {
                        this.$PC = 3;
                    }
                    return(true);
                }

                case 3u:
                    this.$PC = -1;
                    break;
                }
                return(false);
            }