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C# (CSharp) PawnUtility.Mated Exemples
Langage de programmation:
C# (CSharp)
Class/Type:
PawnUtility
Méthode/Fonction:
Mated
Exemples au hotexamples.com:
1
C# (CSharp) PawnUtility.Mated - 1 exemples trouvés
. Ce sont les exemples réels les mieux notés de
PawnUtility.Mated
extraits de projets open source. Vous pouvez noter les exemples pour nous aider à en améliorer la qualité.
Méthodes fréquemment utilisées
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Cacher
ShouldSendNotificationAbout(30)
ForceWait(27)
TrySpawnHatchedOrBornPawn(22)
AnyPawnBlockingPathAt(21)
ShouldCollideWithPawns(20)
EnemiesAreNearby(17)
ResolveMaxDanger(15)
KnownDangerAt(15)
WillSoonHaveBasicNeed(14)
ResolveLocomotion(12)
IsTravelingInTransportPodWorldObject(11)
GetPosture(7)
RecoverFromUnwalkablePositionOrKill(7)
IsKidnappedPawn(7)
IsFactionLeader(7)
BodyResourceGrowthSpeed(7)
GetManhunterOnDamageChance(6)
GainComfortFromCellIfPossible(6)
PawnKindsToLineList(6)
GiveAllStartingPlayerPawnsThought(5)
EverBeenColonistOrTameAnimal(5)
ForSaleBySettlement(5)
PawnKindsToCommaList(4)
AnimalFilthChancePerCell(4)
FertileMateTarget(3)
GainComfortFromThingIfPossible(3)
TryDestroyStartingColonistFamily(3)
SpawnedMasteredPawns(3)
PlayerForcedJobNowOrSoon(3)
IsTeetotaler(2)
CanCasuallyInteractNow(2)
CasualInterruptibleNow(1)
ShouldGetThoughtAbout(1)
EverBeenQuestLodger(1)
DestroyStartingColonistFamily(1)
GiveNameBecauseOfNuzzle(1)
PawnsCanShareCellBecauseOfBodySize(1)
HumanFilthChancePerCell(1)
GetManhunterOnTameFailChance(1)
PawnBlockingPathAt(1)
Mated(1)
AddAndRemoveComponentsAsAppropriate(1)
Méthodes fréquemment utilisées
ShouldSendNotificationAbout (30)
ForceWait (27)
TrySpawnHatchedOrBornPawn (22)
AnyPawnBlockingPathAt (21)
ShouldCollideWithPawns (20)
EnemiesAreNearby (17)
ResolveMaxDanger (15)
KnownDangerAt (15)
WillSoonHaveBasicNeed (14)
ResolveLocomotion (12)
Méthodes fréquemment utilisées
IsTravelingInTransportPodWorldObject (11)
GetPosture (7)
RecoverFromUnwalkablePositionOrKill (7)
IsKidnappedPawn (7)
IsFactionLeader (7)
BodyResourceGrowthSpeed (7)
GetManhunterOnDamageChance (6)
GainComfortFromCellIfPossible (6)
PawnKindsToLineList (6)
GiveAllStartingPlayerPawnsThought (5)
EverBeenColonistOrTameAnimal (5)
ForSaleBySettlement (5)
PawnKindsToCommaList (4)
AnimalFilthChancePerCell (4)
FertileMateTarget (3)
GainComfortFromThingIfPossible (3)
TryDestroyStartingColonistFamily (3)
SpawnedMasteredPawns (3)
PlayerForcedJobNowOrSoon (3)
IsTeetotaler (2)
Méthodes fréquemment utilisées
EverBeenColonistOrTameAnimal (5)
ForSaleBySettlement (5)
PawnKindsToCommaList (4)
AnimalFilthChancePerCell (4)
FertileMateTarget (3)
GainComfortFromThingIfPossible (3)
TryDestroyStartingColonistFamily (3)
SpawnedMasteredPawns (3)
PlayerForcedJobNowOrSoon (3)
IsTeetotaler (2)
CanCasuallyInteractNow (2)
CasualInterruptibleNow (1)
ShouldGetThoughtAbout (1)
EverBeenQuestLodger (1)
DestroyStartingColonistFamily (1)
GiveNameBecauseOfNuzzle (1)
PawnsCanShareCellBecauseOfBodySize (1)
HumanFilthChancePerCell (1)
GetManhunterOnTameFailChance (1)
PawnBlockingPathAt (1)
Mated (1)
AddAndRemoveComponentsAsAppropriate (1)
Méthodes fréquemment utilisées
CanCasuallyInteractNow (2)
CasualInterruptibleNow (1)
ShouldGetThoughtAbout (1)
EverBeenQuestLodger (1)
DestroyStartingColonistFamily (1)
GiveNameBecauseOfNuzzle (1)
PawnsCanShareCellBecauseOfBodySize (1)
HumanFilthChancePerCell (1)
GetManhunterOnTameFailChance (1)
PawnBlockingPathAt (1)
Mated (1)
AddAndRemoveComponentsAsAppropriate (1)
Exemple #1
0
Afficher le fichier
Fichier :
Mate.cs
Projet :
inexcode/HumanlikeLifeStages
public static void DefaultMate(Pawn donor, Pawn womb) { PawnUtility.Mated(donor, womb); }