public GoToLotSituation(Sim simA, Sim simB, Lot lot, FirstActionDelegate firstAction) : base(lot) { Sim.sOnLotChangedDelegates += OnLotChanged; mFirstAction = firstAction; foreach (Situation situation in new List <Situation>(simA.Autonomy.SituationComponent.Situations)) { if (situation is GroupingSituation) { try { situation.Exit(); } catch (Exception e) { Common.DebugException(mSimA, e); } } } foreach (Situation situation in new List <Situation>(simB.Autonomy.SituationComponent.Situations)) { if (situation is GroupingSituation) { try { situation.Exit(); } catch (Exception e) { Common.DebugException(mSimB, e); } } } mSimA = simA.AssignRole(this); mSimB = simB.AssignRole(this); AlarmManager.RemoveAlarm(mPulse); mPulse = AlarmManager.AddAlarmRepeating((float)Sims3.Gameplay.Situations.InviteToLotSituation.kPulseMinutes, TimeUnit.Minutes, Pulse, (float)Sims3.Gameplay.Situations.InviteToLotSituation.kPulseMinutes, TimeUnit.Minutes, "InviteToLot pulse", AlarmType.NeverPersisted, mSimA); SetState(new BothGoToLot(this)); }
protected GoToLotSituation() { Sim.sOnLotChangedDelegates += OnLotChanged; mPulse = AlarmManager.AddAlarmRepeating((float)Sims3.Gameplay.Situations.InviteToLotSituation.kPulseMinutes, TimeUnit.Minutes, Pulse, (float)Sims3.Gameplay.Situations.InviteToLotSituation.kPulseMinutes, TimeUnit.Minutes, "InviteToLot pulse", AlarmType.NeverPersisted, mSimA); }