protected override IEnumerable <Toil> MakeNewToils() { this.FailOnDespawnedNullOrForbidden(TargetIndex.A); this.FailOnDowned(TargetIndex.A); this.FailOnNotCasualInterruptible(TargetIndex.A); yield return(Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.Touch)); yield return(Toils_Interpersonal.WaitToBeAbleToInteract(this.pawn)); yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A)); yield return(JobDriver_InteractAnimal.TalkToAnimal(TargetIndex.A)); yield return(Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.Touch)); yield return(Toils_Interpersonal.WaitToBeAbleToInteract(this.pawn)); yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A)); yield return(JobDriver_InteractAnimal.TalkToAnimal(TargetIndex.A)); foreach (Toil t in this.FeedToils()) { yield return(t); } yield return(Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.Touch)); yield return(Toils_Interpersonal.WaitToBeAbleToInteract(this.pawn)); yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A)); yield return(JobDriver_InteractAnimal.TalkToAnimal(TargetIndex.A)); foreach (Toil t2 in this.FeedToils()) { yield return(t2); } yield return(Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.Touch)); yield return(Toils_Interpersonal.SetLastInteractTime(TargetIndex.A)); yield return(Toils_Interpersonal.WaitToBeAbleToInteract(this.pawn)); yield return(Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A)); yield return(this.FinalInteractToil()); yield break; }
public bool MoveNext() { uint num = (uint)this.$PC; this.$PC = -1; bool flag = false; switch (num) { case 0u: this.FailOnDespawnedNullOrForbidden(TargetIndex.A); this.FailOnDowned(TargetIndex.A); this.FailOnNotCasualInterruptible(TargetIndex.A); this.$current = Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.Touch); if (!this.$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: this.$current = Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A); if (!this.$disposing) { this.$PC = 3; } return(true); case 3u: this.$current = JobDriver_InteractAnimal.TalkToAnimal(TargetIndex.A); if (!this.$disposing) { this.$PC = 4; } return(true); case 4u: this.$current = Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.Touch); if (!this.$disposing) { this.$PC = 5; } return(true); case 5u: this.$current = Toils_Interpersonal.WaitToBeAbleToInteract(this.pawn); if (!this.$disposing) { this.$PC = 6; } return(true); case 6u: this.$current = Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A); if (!this.$disposing) { this.$PC = 7; } return(true); case 7u: this.$current = JobDriver_InteractAnimal.TalkToAnimal(TargetIndex.A); if (!this.$disposing) { this.$PC = 8; } return(true); case 8u: enumerator = base.FeedToils().GetEnumerator(); num = 4294967293u; break; case 9u: break; case 10u: this.$current = Toils_Interpersonal.WaitToBeAbleToInteract(this.pawn); if (!this.$disposing) { this.$PC = 11; } return(true); case 11u: this.$current = Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A); if (!this.$disposing) { this.$PC = 12; } return(true); case 12u: this.$current = JobDriver_InteractAnimal.TalkToAnimal(TargetIndex.A); if (!this.$disposing) { this.$PC = 13; } return(true); case 13u: enumerator2 = base.FeedToils().GetEnumerator(); num = 4294967293u; goto Block_15; case 14u: goto IL_2E4; case 15u: this.$current = Toils_Interpersonal.SetLastInteractTime(TargetIndex.A); if (!this.$disposing) { this.$PC = 16; } return(true); case 16u: this.$current = Toils_Interpersonal.WaitToBeAbleToInteract(this.pawn); if (!this.$disposing) { this.$PC = 17; } return(true); case 17u: this.$current = Toils_Interpersonal.GotoInteractablePosition(TargetIndex.A); if (!this.$disposing) { this.$PC = 18; } return(true); case 18u: this.$current = this.FinalInteractToil(); if (!this.$disposing) { this.$PC = 19; } return(true); case 19u: this.$PC = -1; return(false); default: return(false); } try { switch (num) { } if (enumerator.MoveNext()) { t = enumerator.Current; this.$current = t; if (!this.$disposing) { this.$PC = 9; } flag = true; return(true); } } finally { if (!flag) { if (enumerator != null) { enumerator.Dispose(); } } } this.$current = Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.Touch); if (!this.$disposing) { this.$PC = 10; } return(true); Block_15: try { IL_2E4: switch (num) { } if (enumerator2.MoveNext()) { t2 = enumerator2.Current; this.$current = t2; if (!this.$disposing) { this.$PC = 14; } flag = true; return(true); } } finally { if (!flag) { if (enumerator2 != null) { enumerator2.Dispose(); } } } this.$current = Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.Touch); if (!this.$disposing) { this.$PC = 15; } return(true); }