protected override IEnumerable<Toil> MakeNewToils() { this.FailOnDespawnedOrNull(TargetIndex.A); yield return Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A); yield return Toils_Interpersonal.WaitToBeAbleToInteract(this.pawn); Toil finalGoto = Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A); finalGoto.socialMode = RandomSocialMode.Off; yield return finalGoto; yield return Toils_Interpersonal.Interact(TargetIndex.A, this.job.interaction); yield break; }
protected override IEnumerable <Toil> MakeNewToils() { this.FailOnDespawnedOrNull(TargetIndex.A); yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A)); yield return(Toils_Interpersonal.WaitToBeAbleToInteract(pawn)); Toil toil = Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A); toil.socialMode = RandomSocialMode.Off; yield return(toil); yield return(Toils_Interpersonal.Interact(TargetIndex.A, job.interaction)); }
public bool MoveNext() { uint num = (uint)this.$PC; this.$PC = -1; switch (num) { case 0u: this.FailOnDespawnedOrNull(TargetIndex.A); this.$current = Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A); if (!this.$disposing) { this.$PC = 1; } return(true); case 1u: this.$current = Toils_Interpersonal.WaitToBeAbleToInteract(this.pawn); if (!this.$disposing) { this.$PC = 2; } return(true); case 2u: finalGoto = Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A); finalGoto.socialMode = RandomSocialMode.Off; this.$current = finalGoto; if (!this.$disposing) { this.$PC = 3; } return(true); case 3u: this.$current = Toils_Interpersonal.Interact(TargetIndex.A, this.job.interaction); if (!this.$disposing) { this.$PC = 4; } return(true); case 4u: this.$PC = -1; break; } return(false); }