/// <summary> /// Opens the dialog for a currently ongoing session. This should only be called /// when the dialog has been closed but the session still running. /// I.E. one player has closed the window without accepting/cancelling the session. /// </summary> public void OpenWindow(bool sound = true) { dialog = PrepareDialogProxy(); if (!sound) { dialog.soundAppear = null; } CaravanUIUtility.CreateCaravanTransferableWidgets( transferables, out dialog.pawnsTransfer, out dialog.itemsTransfer, out dialog.foodAndMedicineTransfer, "SplitCaravanThingCountTip".Translate(), IgnorePawnsInventoryMode.Ignore, () => dialog.DestMassCapacity - dialog.DestMassUsage, false, Caravan.Tile, false ); dialog.CountToTransferChanged(); Find.WindowStack.Add(dialog); }
public void OpenWindow(bool sound = true) { var dialog = PrepareDummyDialog(); if (!sound) { dialog.soundAppear = null; } CaravanUIUtility.CreateCaravanTransferableWidgets( transferables, out dialog.pawnsTransfer, out dialog.itemsTransfer, out dialog.travelSuppliesTransfer, "FormCaravanColonyThingCountTip".Translate(), dialog.IgnoreInventoryMode, () => dialog.MassCapacity - dialog.MassUsage, dialog.AutoStripSpawnedCorpses, dialog.CurrentTile, mapAboutToBeRemoved ); dialog.CountToTransferChanged(); Find.WindowStack.Add(dialog); }