private static bool ShouldUseMeleeAttackGizmo(Pawn pawn)
 {
     if (!pawn.Drafted)
     {
         return(false);
     }
     return(PawnAttackGizmoUtility.AtLeastOneSelectedColonistHasRangedWeapon() || PawnAttackGizmoUtility.AtLeastOneSelectedColonistHasNoWeapon() || PawnAttackGizmoUtility.AtLeastTwoSelectedColonistsHaveDifferentWeapons());
 }
Exemple #2
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 public static IEnumerable <Gizmo> GetAttackGizmos(Pawn pawn)
 {
     if (PawnAttackGizmoUtility.ShouldUseMeleeAttackGizmo(pawn))
     {
         yield return(PawnAttackGizmoUtility.GetMeleeAttackGizmo(pawn));
     }
     if (PawnAttackGizmoUtility.ShouldUseSquadAttackGizmo())
     {
         yield return(PawnAttackGizmoUtility.GetSquadAttackGizmo(pawn));
     }
 }
        public static IEnumerable <Gizmo> GetAttackGizmos(Pawn pawn)
        {
            if (PawnAttackGizmoUtility.ShouldUseMeleeAttackGizmo(pawn))
            {
                yield return(PawnAttackGizmoUtility.GetMeleeAttackGizmo(pawn));

                /*Error: Unable to find new state assignment for yield return*/;
            }
            if (!PawnAttackGizmoUtility.ShouldUseSquadAttackGizmo())
            {
                yield break;
            }
            yield return(PawnAttackGizmoUtility.GetSquadAttackGizmo(pawn));

            /*Error: Unable to find new state assignment for yield return*/;
        }
            public bool MoveNext()
            {
                uint num = (uint)this.$PC;

                this.$PC = -1;
                switch (num)
                {
                case 0u:
                    if (PawnAttackGizmoUtility.ShouldUseMeleeAttackGizmo(pawn))
                    {
                        this.$current = PawnAttackGizmoUtility.GetMeleeAttackGizmo(pawn);
                        if (!this.$disposing)
                        {
                            this.$PC = 1;
                        }
                        return(true);
                    }
                    break;

                case 1u:
                    break;

                case 2u:
                    goto IL_89;

                default:
                    return(false);
                }
                if (PawnAttackGizmoUtility.ShouldUseSquadAttackGizmo())
                {
                    this.$current = PawnAttackGizmoUtility.GetSquadAttackGizmo(pawn);
                    if (!this.$disposing)
                    {
                        this.$PC = 2;
                    }
                    return(true);
                }
IL_89:
                this.$PC = -1;
                return(false);
            }
 private static bool ShouldUseSquadAttackGizmo()
 {
     return(PawnAttackGizmoUtility.AtLeastOneSelectedColonistHasRangedWeapon() && PawnAttackGizmoUtility.AtLeastTwoSelectedColonistsHaveDifferentWeapons());
 }
 public static bool CanShowEquipmentGizmos()
 {
     return(!PawnAttackGizmoUtility.AtLeastTwoSelectedColonistsHaveDifferentWeapons());
 }