public override void Setup() { _strict = this.BuildGroupSelector(_weaponThingDef, QualityCategory.Masterwork, 2); _loose = this.BuildGroupSelector(_weaponThingDef, QualityCategory.Awful, 2); _loadout.Add(_strict); _loadout.Add(_loose); _comp.UpdateForNewLoadout(_loadout); }
public override void Setup() { _controlGroup = this.BuildGroupSelector(_weaponThingDef, QualityCategory.Masterwork, 2); _experimentGroup = this.BuildGroupSelector(_weaponThingDef, QualityCategory.Masterwork, 2); _loadout.Add(_controlGroup); _loadout.Add(_experimentGroup); _comp.UpdateForNewLoadout(_loadout); }
public override void Run(out bool result) { result = true && AssertUtility.Expect(_comp.InventoryMargins.Count, 1, "ThingGroupSelector count"); _groupSelector = this.BuildGroupSelector(_apparelThingDef, QualityCategory.Normal, 1); _loadout.Add(_groupSelector); result &= AssertUtility.Expect(_comp.InventoryMargins.Count, 2, "ThingGroupSelector count"); _groupSelector = this.BuildGroupSelector(_apparelThingDef, QualityCategory.Normal, 1); _loadout.Add(_groupSelector); result &= AssertUtility.Expect(_comp.InventoryMargins.Count, 3, "ThingGroupSelector count"); _loadout.RemoveAt(0); result &= AssertUtility.Expect(_comp.InventoryMargins.Count, 2, "ThingGroupSelector count"); _loadout.RemoveAt(0); result &= AssertUtility.Expect(_comp.InventoryMargins.Count, 1, "ThingGroupSelector count"); }
public override void Setup() { _groupSelector = new ThingGroupSelector(_thingDef); _groupSelector.Add(new SingleThingSelector(_thingDef)); _loadout.Add(_groupSelector); }