private void OnWorkableEvent(Workable.WorkableEvent e)
    {
        switch (e)
        {
        case Workable.WorkableEvent.WorkStarted:
        {
            ComplexRecipe currentWorkingOrder = refinery.CurrentWorkingOrder;
            if (currentWorkingOrder != null)
            {
                ComplexRecipe.RecipeElement[] ingredients = currentWorkingOrder.ingredients;
                if (ingredients.Length > 0)
                {
                    ComplexRecipe.RecipeElement recipeElement = ingredients[0];
                    display_egg = refinery.buildStorage.FindFirst(recipeElement.material);
                    PositionActiveEgg();
                }
            }
            break;
        }

        case Workable.WorkableEvent.WorkCompleted:
            if ((bool)display_egg)
            {
                KBatchedAnimController component = display_egg.GetComponent <KBatchedAnimController>();
                component.Play("hatching_pst", KAnim.PlayMode.Once, 1f, 0f);
            }
            break;

        case Workable.WorkableEvent.WorkStopped:
            UnityEngine.Object.Destroy(tracker);
            tracker     = null;
            display_egg = null;
            break;
        }
    }
 private void OnWorkEvent(Workable.WorkableEvent evt)
 {
     if (evt == Workable.WorkableEvent.WorkStarted)
     {
         return;
     }
 }
Esempio n. 3
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 public void OnWorkableEvent(int player, Workable.WorkableEvent ev)
 {
     if (ev == Workable.WorkableEvent.WorkStarted)
     {
         players.Add(player);
     }
     else
     {
         players.Remove(player);
     }
     base.smi.sm.playerCount.Set(players.Count, base.smi);
 }
Esempio n. 4
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        /// <summary>
        /// Handles work events to keep the status of this workable.
        /// </summary>
        /// <param name="evt">The type of work event which occurred.</param>
        private void HandleWorkableAction(Workable.WorkableEvent evt)
        {
            switch (evt)
            {
            case Workable.WorkableEvent.WorkStarted:
                inUse = true;
                break;

            case Workable.WorkableEvent.WorkCompleted:
            case Workable.WorkableEvent.WorkStopped:
                inUse = false;
                break;
            }
        }
Esempio n. 5
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    private void OnWorkableEvent(Workable.WorkableEvent workable_event)
    {
        switch (workable_event)
        {
        case Workable.WorkableEvent.WorkStarted:
            if (OnSocializeBeginCB != null)
            {
                OnSocializeBeginCB();
            }
            break;

        case Workable.WorkableEvent.WorkStopped:
            if (OnSocializeEndCB != null)
            {
                OnSocializeEndCB();
            }
            break;
        }
    }