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Esempi in C# (CSharp) per PawnUtility.Mated
Linguaggio di programmazione:
C# (CSharp)
Classe/tipologia:
PawnUtility
Metodo/funzione:
Mated
Esempi su hotexamples.com:
1
PawnUtility.Mated in C# (CSharp): 1 esempio trovato
. Questo è il miglior esempio reale in C# (CSharp) per
PawnUtility.Mated
, estratto da progetti open source. Lo puoi valutare, per aiutarci a migliorare la qualità dei nostri esempi.
Metodi utilizzati di frequente
Mostra
Nascondi
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)
Metodi utilizzati di frequente
ShouldSendNotificationAbout (30)
ForceWait (27)
TrySpawnHatchedOrBornPawn (22)
AnyPawnBlockingPathAt (21)
ShouldCollideWithPawns (20)
EnemiesAreNearby (17)
ResolveMaxDanger (15)
KnownDangerAt (15)
WillSoonHaveBasicNeed (14)
ResolveLocomotion (12)
Metodi utilizzati di frequente
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)
Metodi utilizzati di frequente
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)
Metodi utilizzati di frequente
CanCasuallyInteractNow (2)
CasualInterruptibleNow (1)
ShouldGetThoughtAbout (1)
EverBeenQuestLodger (1)
DestroyStartingColonistFamily (1)
GiveNameBecauseOfNuzzle (1)
PawnsCanShareCellBecauseOfBodySize (1)
HumanFilthChancePerCell (1)
GetManhunterOnTameFailChance (1)
PawnBlockingPathAt (1)
Mated (1)
AddAndRemoveComponentsAsAppropriate (1)
Esempio n. 1
0
Mostra file
File:
Mate.cs
Progetto:
inexcode/HumanlikeLifeStages
public static void DefaultMate(Pawn donor, Pawn womb) { PawnUtility.Mated(donor, womb); }