Esempio n. 1
0
            /// <summary>
            /// Returns whether a duplicant must stop and wait.
            /// </summary>
            /// <param name="dupe">The duplicant to check.</param>
            /// <param name="x">The X direction they are going.</param>
            /// <returns>true if they must wait, or false if they may pass.</returns>
            private bool MustStop(GameObject dupe, float x)
            {
                var dir = checkpoint.direction.allowedDirection;

                // Left is decreasing X, must be facing the correct direction
                return((dir == WorkableReactable.AllowedDirection.Any ||
                        (dir == WorkableReactable.AllowedDirection.Left) == (x < 0.0f)) &&
                       checkpoint.workable.GetWorker() != null && checkpoint.MustStop(dupe, x));
            }
Esempio n. 2
0
            /// <summary>
            /// Returns whether a duplicant must stop and wait.
            /// </summary>
            /// <param name="dupe">The duplicant to check.</param>
            /// <param name="x">The X direction they are going.</param>
            /// <returns>true if they must wait, or false if they may pass.</returns>
            private bool MustStop(GameObject dupe, float x)
            {
                var dir = checkpoint.direction.allowedDirection;
                // Allow suffocating Duplicants to pass
                var suff = dupe?.GetSMI <SuffocationMonitor.Instance>();

                // Left is decreasing X, must be facing the correct direction
                return((dir == WorkableReactable.AllowedDirection.Any ||
                        (dir == WorkableReactable.AllowedDirection.Left) == (x < 0.0f)) &&
                       checkpoint.workable.GetWorker() != null && checkpoint.MustStop(dupe, x) &&
                       (suff == null || !suff.IsSuffocating()));
            }