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);
        }
Esempio n. 3
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        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");
        }
Esempio n. 4
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 public override void Setup()
 {
     _groupSelector = new ThingGroupSelector(_thingDef);
     _groupSelector.Add(new SingleThingSelector(_thingDef));
     _loadout.Add(_groupSelector);
 }