Esempio n. 1
0
            public override void Init(GoToLotSituation parent)
            {
                AlarmManager.RemoveAlarm(mAlarmHandle);
                mAlarmHandle = AlarmManager.AddAlarm(Sims3.Gameplay.Situations.InviteToLotSituation.kNumHoursForBothGoToLotToWaitBeforeGivingUp, TimeUnit.Hours, TimeOut, "Waiting for Sims to get to lot", AlarmType.NeverPersisted, Parent.mSimA);

                ForceSituationSpecificInteraction(parent.Lot, parent.mSimA, ManagerSituation.GetVisitInteraction(parent.mSimA, parent.Lot), null, OnRouteToLotSucceeded, OnRouteToLotFailed, InteractionPriorityLevel.UserDirected);
                ForceSituationSpecificInteraction(parent.Lot, parent.mSimB, ManagerSituation.GetVisitInteraction(parent.mSimB, parent.Lot), null, OnRouteToLotSucceeded, OnRouteToLotFailed, InteractionPriorityLevel.UserDirected);
            }
Esempio n. 2
0
 private void OnRouteToLotFailed(Sim actor, float x)
 {
     if (actor.LotCurrent != Parent.Lot)
     {
         if (mFirst)
         {
             mFirst = false;
             ForceSituationSpecificInteraction(Parent.Lot, actor, ManagerSituation.GetVisitInteraction(actor, Parent.Lot), null, OnRouteToLotSucceeded, OnRouteToLotFailed, InteractionPriorityLevel.UserDirected);
         }
         else
         {
             Exit();
         }
     }
     else
     {
         OnRouteToLotSucceeded(actor, x);
     }
 }