protected override IEnumerable <Toil> MakeNewToils() { this.FailOnDespawnedOrNull(TargetIndex.B); yield return(Toils_Goto.Goto(TargetIndex.B, this.PathEndMode)); Toil doWork = new Toil(); doWork.initAction = delegate() { this.workLeft = 65f; }; doWork.tickAction = delegate() { float statValue = doWork.actor.GetStatValue(StatDefOf.ConstructionSpeed, true); this.workLeft -= statValue; if (this.workLeft <= 0f) { this.DoEffect(); this.ReadyForNextToil(); } }; doWork.FailOnCannotTouch(TargetIndex.B, this.PathEndMode); doWork.PlaySoundAtStart(SoundDefOf.Roof_Start); doWork.PlaySoundAtEnd(SoundDefOf.Roof_Finish); doWork.WithEffect(EffecterDefOf.RoofWork, TargetIndex.A); doWork.FailOn(new Func <bool>(this.DoWorkFailOn)); doWork.WithProgressBar(TargetIndex.A, () => 1f - this.workLeft / 65f, false, -0.5f); doWork.defaultCompleteMode = ToilCompleteMode.Never; yield return(doWork); yield break; }
protected override IEnumerable <Toil> MakeNewToils() { this.FailOnDespawnedOrNull(TargetIndex.B); yield return(Toils_Goto.Goto(TargetIndex.B, PathEndMode)); Toil doWork = new Toil(); doWork.initAction = delegate { workLeft = 65f; }; doWork.tickAction = delegate { float num = doWork.actor.GetStatValue(StatDefOf.ConstructionSpeed) * 1.7f; workLeft -= num; if (workLeft <= 0f) { DoEffect(); ReadyForNextToil(); } }; doWork.FailOnCannotTouch(TargetIndex.B, PathEndMode); doWork.PlaySoundAtStart(SoundDefOf.Roof_Start); doWork.PlaySoundAtEnd(SoundDefOf.Roof_Finish); doWork.WithEffect(EffecterDefOf.RoofWork, TargetIndex.A); doWork.FailOn(DoWorkFailOn); doWork.WithProgressBar(TargetIndex.A, () => 1f - workLeft / 65f); doWork.defaultCompleteMode = ToilCompleteMode.Never; doWork.activeSkill = () => SkillDefOf.Construction; yield return(doWork); }