예제 #1
0
 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_Values.Look(ref customLabel, "customLabel");
     Scribe_Deep.Look(ref coreBackCompat, "core");
     Scribe_Collections.Look(ref parts, "parts", LookMode.Deep);
     Scribe_Values.Look(ref startedCountdown, "startedCountdown", defaultValue: false);
     Scribe_Values.Look(ref anyEnemiesInitially, "anyEnemiesInitially", defaultValue: false);
     Scribe_Values.Look(ref allEnemiesDefeatedSignalSent, "allEnemiesDefeatedSignalSent", defaultValue: false);
     Scribe_Values.Look(ref factionMustRemainHostile, "factionMustRemainHostile", defaultValue: false);
     Scribe_Values.Look(ref desiredThreatPoints, "desiredThreatPoints", 0f);
     if (Scribe.mode == LoadSaveMode.PostLoadInit)
     {
         if (coreBackCompat != null && coreBackCompat.def != null)
         {
             parts.Insert(0, new SitePart(this, coreBackCompat.def, coreBackCompat.parms));
             coreBackCompat = null;
         }
         if (parts.RemoveAll((SitePart x) => x == null || x.def == null) != 0)
         {
             Log.Error("Some site parts were null after loading.");
         }
         for (int i = 0; i < parts.Count; i++)
         {
             parts[i].site = this;
         }
         BackCompatibility.PostExposeData(this);
     }
 }
예제 #2
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		public void ExposeData()
		{
			Scribe_Values.Look(ref showLearningHelper, "showLearningHelper", defaultValue: false);
			Scribe_Values.Look(ref showZones, "showZones", defaultValue: false);
			Scribe_Values.Look(ref showBeauty, "showBeauty", defaultValue: false);
			Scribe_Values.Look(ref showRoomStats, "showRoomStats", defaultValue: false);
			Scribe_Values.Look(ref showColonistBar, "showColonistBar", defaultValue: false);
			Scribe_Values.Look(ref showRoofOverlay, "showRoofOverlay", defaultValue: false);
			Scribe_Values.Look(ref showFertilityOverlay, "showFertilityOverlay", defaultValue: false);
			Scribe_Values.Look(ref showTerrainAffordanceOverlay, "showTerrainAffordanceOverlay", defaultValue: false);
			Scribe_Values.Look(ref autoHomeArea, "autoHomeArea", defaultValue: false);
			Scribe_Values.Look(ref autoRebuild, "autoRebuild", defaultValue: false);
			Scribe_Values.Look(ref lockNorthUp, "lockNorthUp", defaultValue: false);
			Scribe_Values.Look(ref usePlanetDayNightSystem, "usePlanetDayNightSystem", defaultValue: false);
			Scribe_Values.Look(ref showExpandingIcons, "showExpandingIcons", defaultValue: false);
			Scribe_Values.Look(ref showWorldFeatures, "showWorldFeatures", defaultValue: false);
			Scribe_Values.Look(ref useWorkPriorities, "useWorkPriorities", defaultValue: false);
			Scribe_Values.Look(ref defaultCareForColonyHumanlike, "defaultCareForHumanlikeColonists", MedicalCareCategory.NoCare);
			Scribe_Values.Look(ref defaultCareForColonyAnimal, "defaultCareForAnimalColonists", MedicalCareCategory.NoCare);
			Scribe_Values.Look(ref defaultCareForColonyPrisoner, "defaultCareForHumanlikeColonistPrisoners", MedicalCareCategory.NoCare);
			Scribe_Values.Look(ref defaultCareForNeutralFaction, "defaultCareForHumanlikeNeutrals", MedicalCareCategory.NoCare);
			Scribe_Values.Look(ref defaultCareForNeutralAnimal, "defaultCareForAnimalNeutrals", MedicalCareCategory.NoCare);
			Scribe_Values.Look(ref defaultCareForHostileFaction, "defaultCareForHumanlikeEnemies", MedicalCareCategory.NoCare);
			BackCompatibility.PostExposeData(this);
		}
예제 #3
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 public override void ExposeData()
 {
     base.ExposeData();
     if (Scribe.mode == LoadSaveMode.Saving)
     {
         this.pawns.RemoveAll((Pawn x) => x.Destroyed);
     }
     Scribe_Values.Look <string>(ref this.nameInt, "name", null, false);
     Scribe_Deep.Look <ThingOwner <Pawn> >(ref this.pawns, "pawns", new object[]
     {
         this
     });
     Scribe_Values.Look <bool>(ref this.autoJoinable, "autoJoinable", false, false);
     Scribe_Deep.Look <Caravan_PathFollower>(ref this.pather, "pather", new object[]
     {
         this
     });
     Scribe_Deep.Look <Caravan_TraderTracker>(ref this.trader, "trader", new object[]
     {
         this
     });
     Scribe_Deep.Look <StoryState>(ref this.storyState, "storyState", new object[]
     {
         this
     });
     if (Scribe.mode == LoadSaveMode.PostLoadInit)
     {
         BackCompatibility.CaravanPostLoadInit(this);
     }
 }
예제 #4
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 public void ExposeData()
 {
     Scribe_References.Look(ref other, "other");
     Scribe_Values.Look(ref goodwill, "goodwill", 0);
     Scribe_Values.Look(ref kind, "kind", FactionRelationKind.Neutral);
     BackCompatibility.PostExposeData(this);
 }
예제 #5
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 public override void CompExposeData()
 {
     Scribe_Values.Look(ref isPermanentInt, "isPermanent", defaultValue: false);
     Scribe_Values.Look(ref permanentDamageThreshold, "permanentDamageThreshold", 9999f);
     Scribe_Values.Look(ref painCategory, "painCategory", PainCategory.Painless);
     BackCompatibility.PostExposeData(this);
 }
예제 #6
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 public void ExposeData()
 {
     Scribe_Values.Look <bool>(ref this.showLearningHelper, "showLearningHelper", false, false);
     Scribe_Values.Look <bool>(ref this.showZones, "showZones", false, false);
     Scribe_Values.Look <bool>(ref this.showBeauty, "showBeauty", false, false);
     Scribe_Values.Look <bool>(ref this.showRoomStats, "showRoomStats", false, false);
     Scribe_Values.Look <bool>(ref this.showColonistBar, "showColonistBar", false, false);
     Scribe_Values.Look <bool>(ref this.showRoofOverlay, "showRoofOverlay", false, false);
     Scribe_Values.Look <bool>(ref this.autoHomeArea, "autoHomeArea", false, false);
     Scribe_Values.Look <bool>(ref this.autoRebuild, "autoRebuild", false, false);
     Scribe_Values.Look <bool>(ref this.lockNorthUp, "lockNorthUp", false, false);
     Scribe_Values.Look <bool>(ref this.usePlanetDayNightSystem, "usePlanetDayNightSystem", false, false);
     Scribe_Values.Look <bool>(ref this.showExpandingIcons, "showExpandingIcons", false, false);
     Scribe_Values.Look <bool>(ref this.showWorldFeatures, "showWorldFeatures", false, false);
     Scribe_Values.Look <bool>(ref this.useWorkPriorities, "useWorkPriorities", false, false);
     Scribe_Values.Look <MedicalCareCategory>(ref this.defaultCareForColonyHumanlike, "defaultCareForHumanlikeColonists", MedicalCareCategory.NoCare, false);
     Scribe_Values.Look <MedicalCareCategory>(ref this.defaultCareForColonyAnimal, "defaultCareForAnimalColonists", MedicalCareCategory.NoCare, false);
     Scribe_Values.Look <MedicalCareCategory>(ref this.defaultCareForColonyPrisoner, "defaultCareForHumanlikeColonistPrisoners", MedicalCareCategory.NoCare, false);
     Scribe_Values.Look <MedicalCareCategory>(ref this.defaultCareForNeutralFaction, "defaultCareForHumanlikeNeutrals", MedicalCareCategory.NoCare, false);
     Scribe_Values.Look <MedicalCareCategory>(ref this.defaultCareForNeutralAnimal, "defaultCareForAnimalNeutrals", MedicalCareCategory.NoCare, false);
     Scribe_Values.Look <MedicalCareCategory>(ref this.defaultCareForHostileFaction, "defaultCareForHumanlikeEnemies", MedicalCareCategory.NoCare, false);
     if (Scribe.mode == LoadSaveMode.LoadingVars)
     {
         BackCompatibility.PlaySettingsLoadingVars(this);
     }
 }
 public override bool ActivateOn(Lord lord, TriggerSignal signal)
 {
     if (signal.type == TriggerSignalType.Tick && Find.TickManager.TicksGame % 120 == 0)
     {
         if (base.data == null || !(base.data is TriggerData_PawnCycleInd))
         {
             BackCompatibility.TriggerDataPawnCycleIndNull(this);
         }
         if (Find.TickManager.TicksGame - lord.lastPawnHarmTick > 300)
         {
             TriggerData_PawnCycleInd data = Data;
             data.pawnCycleInd++;
             if (data.pawnCycleInd >= lord.ownedPawns.Count)
             {
                 data.pawnCycleInd = 0;
             }
             if (lord.ownedPawns.Any())
             {
                 Pawn pawn = lord.ownedPawns[data.pawnCycleInd];
                 if (pawn.Spawned && !pawn.Downed && pawn.MentalStateDef == null && KidnapAIUtility.TryFindGoodKidnapVictim(pawn, 8f, out var _) && !GenAI.InDangerousCombat(pawn))
                 {
                     return(true);
                 }
             }
         }
     }
     return(false);
 }
예제 #8
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 static bool Prefix(ref Trigger_KidnapVictimPresent __instance, ref bool __result, ref Lord lord, ref TriggerSignal signal)
 {
     if (signal.type == TriggerSignalType.Tick && Find.TickManager.TicksGame % 120 < RefcellRespeedConfig.currentTimeMultiplier)
     {
         if (__instance.data == null || !(__instance.data is TriggerData_PawnCycleInd))
         {
             BackCompatibility.TriggerDataPawnCycleIndNull(__instance);
         }
         if (Find.TickManager.TicksGame - lord.lastPawnHarmTick > 300)
         {
             TriggerData_PawnCycleInd data = __instance.Data;
             ++data.pawnCycleInd;
             if (data.pawnCycleInd >= lord.ownedPawns.Count)
             {
                 data.pawnCycleInd = 0;
             }
             if (lord.ownedPawns.Any <Pawn>())
             {
                 Pawn ownedPawn = lord.ownedPawns[data.pawnCycleInd];
                 if (ownedPawn.Spawned && !ownedPawn.Downed && (ownedPawn.MentalStateDef == null && KidnapAIUtility.TryFindGoodKidnapVictim(ownedPawn, 8f, out Pawn _)) && !GenAI.InDangerousCombat(ownedPawn))
                 {
                     __result = true;
                     return(false);
                 }
             }
         }
     }
     __result = false;
     return(false);
 }
예제 #9
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 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_BodyParts.Look(ref part, "part");
     Scribe_Defs.Look(ref consumedInitialMedicineDef, "consumedInitialMedicineDef");
     BackCompatibility.PostExposeData(this);
 }
        public void SetGame()
        {
            Current.Game.currentMapIndex           = this.CurrentMapIndex;
            Current.Game.World.info.initialMapSize = new IntVec3(MapSize, 1, MapSize);

            InfoField.SetValue(Current.Game, this.info);
            RulesField.SetValue(Current.Game, this.rules);

            Current.Game.Scenario                = this.scenario;
            Current.Game.playSettings            = this.playSettings;
            Current.Game.storyWatcher            = this.storyWatcher;
            Current.Game.gameEnder               = this.gameEnder;
            Current.Game.letterStack             = this.letterStack;
            Current.Game.researchManager         = this.researchManager;
            Current.Game.storyteller             = this.storyteller;
            Current.Game.history                 = this.history;
            Current.Game.taleManager             = this.taleManager;
            Current.Game.playLog                 = this.playLog;
            Current.Game.battleLog               = this.battleLog;
            Current.Game.outfitDatabase          = this.outfitDatabase;
            Current.Game.drugPolicyDatabase      = this.drugPolicyDatabase;
            Current.Game.foodRestrictionDatabase = this.foodRestrictionDatabase;
            Current.Game.tutor        = this.tutor;
            Current.Game.dateNotifier = this.dateNotifier;
            Current.Game.components   = this.gameComponents;

            FillComponentsMethod.Invoke(Current.Game, new object[0]);
            BackCompatibility.PostExposeData(Current.Game);
        }
예제 #11
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 public void ExposeData()
 {
     Scribe_Collections.Look(ref quests, "quests", LookMode.Deep);
     if (Scribe.mode == LoadSaveMode.LoadingVars)
     {
         int num = quests.RemoveAll((Quest x) => x == null);
         if (num != 0)
         {
             Log.Error(num + " quest(s) were null after loading.");
         }
         cachedSituationalThoughtQuestParts.Clear();
         questsInDisplayOrder.Clear();
         for (int i = 0; i < quests.Count; i++)
         {
             AddToCache(quests[i]);
         }
     }
     if (Scribe.mode == LoadSaveMode.PostLoadInit)
     {
         for (int j = 0; j < quests.Count; j++)
         {
             Find.SignalManager.RegisterReceiver(quests[j]);
         }
     }
     BackCompatibility.PostExposeData(this);
 }
예제 #12
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 public void ExposeData()
 {
     Scribe_Deep.Look(ref statsRecord, "statsRecord");
     Scribe_Deep.Look(ref watcherAdaptation, "watcherAdaptation");
     Scribe_Deep.Look(ref watcherPopAdaptation, "watcherPopAdaptation");
     BackCompatibility.PostExposeData(this);
 }
        public override void ExposeData()
        {
            base.ExposeData();
            Scribe_Values.Look(ref this.burstCooldownTicksLeft, "burstCooldownTicksLeft", 0, false);
            Scribe_Values.Look(ref this.burstWarmupTicksLeft, "burstWarmupTicksLeft", 0, false);

            Scribe_Values.Look(ref this.top.curRotationInt, "aa_turretTopRot");
            Scribe_Values.Look(ref isInBurst, "aa_isInBurst");

            Scribe_TargetInfo.Look(ref this.currentTargetInt, "currentTarget");
            Scribe_Values.Look(ref this.holdFire, "holdFire", false, false);
            Scribe_Deep.Look(ref this.gun, "gun", Array.Empty <object>());
            BackCompatibility.PostExposeData(this);
            if (Scribe.mode == LoadSaveMode.PostLoadInit)
            {
                this.UpdateGunVerbs();
            }

            if (top != null)
            {
                top.ExposeData();
            }
            else
            {
                Log.Error("Could not expose data for turret top: turret top is null.");
            }
        }
예제 #14
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        private void ExposeTerrainGrid(TerrainDef[] grid, string label)
        {
            Dictionary <ushort, TerrainDef> terrainDefsByShortHash = new Dictionary <ushort, TerrainDef>();

            foreach (TerrainDef allDef in DefDatabase <TerrainDef> .AllDefs)
            {
                terrainDefsByShortHash.Add(allDef.shortHash, allDef);
            }
            MapExposeUtility.ExposeUshort(this.map, (Func <IntVec3, ushort>)(c =>
            {
                TerrainDef terrainDef = grid[this.map.cellIndices.CellToIndex(c)];
                if (terrainDef != null)
                {
                    return(terrainDef.shortHash);
                }
                return(0);
            }), (Action <IntVec3, ushort>)((c, val) =>
            {
                TerrainDef terrainDef1 = terrainDefsByShortHash.TryGetValue <ushort, TerrainDef>(val, (TerrainDef)null);
                if (terrainDef1 == null && val != (ushort)0)
                {
                    TerrainDef terrainDef2 = BackCompatibility.BackCompatibleTerrainWithShortHash(val);
                    if (terrainDef2 == null)
                    {
                        Log.Error("Did not find terrain def with short hash " + (object)val + " for cell " + (object)c + ".", false);
                        terrainDef2 = TerrainDefOf.Soil;
                    }
                    terrainDef1 = terrainDef2;
                    terrainDefsByShortHash.Add(val, terrainDef2);
                }
                grid[this.map.cellIndices.CellToIndex(c)] = terrainDef1;
            }), label);
        }
예제 #15
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 public void ExposeData()
 {
     Scribe_Deep.Look(ref verbTracker, "verbTracker", this);
     if (Scribe.mode == LoadSaveMode.PostLoadInit)
     {
         BackCompatibility.PawnNativeVerbsPostLoadInit(this);
     }
 }
 public override void PostExposeData()
 {
     base.PostExposeData();
     Scribe_Defs.Look(ref requestThingDef, "requestThingDef");
     Scribe_Values.Look(ref requestCount, "requestCount", 0);
     Scribe_Values.Look(ref expiration, "expiration", 0);
     BackCompatibility.PostExposeData(this);
 }
예제 #17
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 public void ExposeData()
 {
     Scribe_Collections.Look <FoodRestriction>(ref this.foodRestrictions, "foodRestrictions", LookMode.Deep, new object[0]);
     if (Scribe.mode == LoadSaveMode.PostLoadInit)
     {
         BackCompatibility.FoodRestrictionDatabasePostLoadInit(this);
     }
 }
예제 #18
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 public void ExposeData()
 {
     Scribe_Deep.Look <Archive>(ref this.archive, "archive", new object[0]);
     Scribe_Collections.Look <HistoryAutoRecorderGroup>(ref this.autoRecorderGroups, "autoRecorderGroups", LookMode.Deep, new object[0]);
     if (Scribe.mode == LoadSaveMode.LoadingVars)
     {
         BackCompatibility.HistoryLoadingVars(this);
     }
 }
예제 #19
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 public void ExposeData()
 {
     battleActive = BattleActive;
     Scribe_Deep.Look(ref records, "records");
     Scribe_Values.Look(ref storyRelevance, "storyRelevance", 0.0);
     Scribe_References.Look(ref battleActive, "battleActive");
     Scribe_Values.Look(ref battleExitTick, "battleExitTick", 0);
     BackCompatibility.PostExposeData(this);
 }
예제 #20
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 public void ExposeData()
 {
     if (Scribe.mode == LoadSaveMode.Saving)
     {
         lastJobGiverKey = ((lastJobGiver == null) ? (-1) : lastJobGiver.UniqueSaveKey);
     }
     Scribe_Values.Look(ref lastJobGiverKey, "lastJobGiverKey", -1);
     if (Scribe.mode == LoadSaveMode.PostLoadInit && lastJobGiverKey != -1 && !lastJobGiverThinkTree.TryGetThinkNodeWithSaveKey(lastJobGiverKey, out lastJobGiver))
     {
         Log.Warning("Could not find think node with key " + lastJobGiverKey);
     }
     Scribe_References.Look(ref meleeThreat, "meleeThreat");
     Scribe_References.Look(ref enemyTarget, "enemyTarget");
     Scribe_References.Look(ref knownExploder, "knownExploder");
     Scribe_References.Look(ref lastMannedThing, "lastMannedThing");
     Scribe_Defs.Look(ref lastJobGiverThinkTree, "lastJobGiverThinkTree");
     Scribe_TargetInfo.Look(ref lastAttackedTarget, "lastAttackedTarget");
     Scribe_Collections.Look(ref thinkData, "thinkData", LookMode.Value, LookMode.Value);
     Scribe_Values.Look(ref activeInt, "active", defaultValue: true);
     Scribe_Values.Look(ref lastJobTag, "lastJobTag", JobTag.Misc);
     Scribe_Values.Look(ref lastIngestTick, "lastIngestTick", -99999);
     Scribe_Values.Look(ref nextApparelOptimizeTick, "nextApparelOptimizeTick", -99999);
     Scribe_Values.Look(ref lastEngageTargetTick, "lastEngageTargetTick", 0);
     Scribe_Values.Look(ref lastAttackTargetTick, "lastAttackTargetTick", 0);
     Scribe_Values.Look(ref canFleeIndividual, "canFleeIndividual", defaultValue: false);
     Scribe_Values.Look(ref exitMapAfterTick, "exitMapAfterTick", -99999);
     Scribe_Values.Look(ref forcedGotoPosition, "forcedGotoPosition", IntVec3.Invalid);
     Scribe_Values.Look(ref lastMeleeThreatHarmTick, "lastMeleeThreatHarmTick", 0);
     Scribe_Values.Look(ref lastAssignedInteractTime, "lastAssignedInteractTime", -99999);
     Scribe_Values.Look(ref interactionsToday, "interactionsToday", 0);
     Scribe_Values.Look(ref lastInventoryRawFoodUseTick, "lastInventoryRawFoodUseTick", 0);
     Scribe_Values.Look(ref lastDisturbanceTick, "lastDisturbanceTick", -99999);
     Scribe_Values.Look(ref wantsToTradeWithColony, "wantsToTradeWithColony", defaultValue: false);
     Scribe_Values.Look(ref canLovinTick, "canLovinTick", -99999);
     Scribe_Values.Look(ref canSleepTick, "canSleepTick", -99999);
     Scribe_Values.Look(ref nextMoveOrderIsWait, "nextMoveOrderIsWait", defaultValue: true);
     Scribe_Values.Look(ref lastTakeCombatEnhancingDrugTick, "lastTakeCombatEnhancingDrugTick", -99999);
     Scribe_Values.Look(ref lastHarmTick, "lastHarmTick", -99999);
     Scribe_Values.Look(ref anyCloseHostilesRecently, "anyCloseHostilesRecently", defaultValue: false);
     Scribe_Deep.Look(ref duty, "duty");
     Scribe_Deep.Look(ref mentalStateHandler, "mentalStateHandler", pawn);
     Scribe_Deep.Look(ref mentalBreaker, "mentalBreaker", pawn);
     Scribe_Deep.Look(ref inspirationHandler, "inspirationHandler", pawn);
     Scribe_Deep.Look(ref priorityWork, "priorityWork", pawn);
     Scribe_Values.Look(ref applyBedThoughtsTick, "applyBedThoughtsTick", 0);
     Scribe_Values.Look(ref applyBedThoughtsOnLeave, "applyBedThoughtsOnLeave", defaultValue: false);
     Scribe_Values.Look(ref willJoinColonyIfRescuedInt, "willJoinColonyIfRescued", defaultValue: false);
     Scribe_Values.Look(ref wildManEverReachedOutsideInt, "wildManEverReachedOutside", defaultValue: false);
     Scribe_Values.Look(ref timesGuestTendedToByPlayer, "timesGuestTendedToByPlayer", 0);
     Scribe_Values.Look(ref lastSelfTendTick, "lastSelfTendTick", 0);
     Scribe_Values.Look(ref spawnedByInfestationThingComp, "spawnedByInfestationThingComp", defaultValue: false);
     Scribe_Values.Look(ref lastPredatorHuntingPlayerNotificationTick, "lastPredatorHuntingPlayerNotificationTick", -99999);
     if (Scribe.mode == LoadSaveMode.PostLoadInit)
     {
         BackCompatibility.MindStatePostLoadInit(this);
     }
 }
예제 #21
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 public override void PostExposeData()
 {
     base.PostExposeData();
     Scribe_Deep.Look(ref pawn, PawnSaveKey, this);
     if (Scribe.mode == LoadSaveMode.PostLoadInit)
     {
         BackCompatibility.ImportantPawnCompPostLoadInit(this);
     }
 }
예제 #22
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 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_Values.Look <string>(ref this.nameInt, "nameInt", (string)null, false);
     Scribe_Values.Look <bool>(ref this.namedByPlayer, "namedByPlayer", false, false);
     if (Scribe.mode == LoadSaveMode.PostLoadInit)
     {
         BackCompatibility.FactionBasePostLoadInit(this);
     }
 }
예제 #23
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 public void ExposeData()
 {
     Scribe_References.Look(ref other, "other");
     Scribe_Values.Look(ref goodwill, "goodwill", 0);
     Scribe_Values.Look(ref kind, "kind", FactionRelationKind.Neutral);
     if (Scribe.mode == LoadSaveMode.LoadingVars)
     {
         BackCompatibility.FactionRelationLoadingVars(this);
     }
 }
예제 #24
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 public void ExposeData()
 {
     Scribe_Deep.Look <StatsRecord>(ref this.statsRecord, "statsRecord", new object[0]);
     Scribe_Deep.Look <StoryWatcher_Adaptation>(ref this.watcherAdaptation, "watcherAdaptation", new object[0]);
     Scribe_Deep.Look <StoryWatcher_PopAdaptation>(ref this.watcherPopAdaptation, "watcherPopAdaptation", new object[0]);
     if (Scribe.mode == LoadSaveMode.PostLoadInit)
     {
         BackCompatibility.StoryWatcherPostLoadInit(this);
     }
 }
예제 #25
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 public void ExposeData()
 {
     Scribe_Values.Look(ref uniqueID, "uniqueID", 0);
     Scribe_Defs.Look(ref def, "def");
     Scribe_Values.Look(ref name, "name");
     Scribe_Values.Look(ref drawCenter, "drawCenter");
     Scribe_Values.Look(ref drawAngle, "drawAngle", 0f);
     Scribe_Values.Look(ref maxDrawSizeInTiles, "maxDrawSizeInTiles", 0f);
     BackCompatibility.PostExposeData(this);
 }
 public void ExposeData()
 {
     Scribe_References.Look <Faction>(ref this.other, "other", false);
     Scribe_Values.Look <int>(ref this.goodwill, "goodwill", 0, false);
     Scribe_Values.Look <FactionRelationKind>(ref this.kind, "kind", FactionRelationKind.Neutral, false);
     if (Scribe.mode == LoadSaveMode.LoadingVars)
     {
         BackCompatibility.FactionRelationLoadingVars(this);
     }
 }
예제 #27
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 public void ExposeData()
 {
     Scribe_Deep.Look(ref statsRecord, "statsRecord");
     Scribe_Deep.Look(ref watcherAdaptation, "watcherAdaptation");
     Scribe_Deep.Look(ref watcherPopAdaptation, "watcherPopAdaptation");
     if (Scribe.mode == LoadSaveMode.PostLoadInit)
     {
         BackCompatibility.StoryWatcherPostLoadInit(this);
     }
 }
예제 #28
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 public virtual void ExposeData()
 {
     Scribe_Defs.Look <GameConditionDef>(ref this.def, "def");
     Scribe_Values.Look <int>(ref this.startTick, "startTick", 0, false);
     Scribe_Values.Look <int>(ref this.duration, "duration", 0, false);
     Scribe_Values.Look <bool>(ref this.permanent, "permanent", false, false);
     if (Scribe.mode == LoadSaveMode.PostLoadInit)
     {
         BackCompatibility.GameConditionPostLoadInit(this);
     }
 }
예제 #29
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 public virtual void ExposeData()
 {
     Scribe_Defs.Look(ref def, "def");
     Scribe_Values.Look(ref startTick, "startTick", 0);
     Scribe_Values.Look(ref duration, "duration", 0);
     Scribe_Values.Look(ref permanent, "permanent", defaultValue: false);
     if (Scribe.mode == LoadSaveMode.PostLoadInit)
     {
         BackCompatibility.GameConditionPostLoadInit(this);
     }
 }
 public void ExposeData()
 {
     Scribe_Deep.Look <DefMap <TrainableDef, bool> >(ref this.wantedTrainables, "wantedTrainables", new object[0]);
     Scribe_Deep.Look <DefMap <TrainableDef, int> >(ref this.steps, "steps", new object[0]);
     Scribe_Deep.Look <DefMap <TrainableDef, bool> >(ref this.learned, "learned", new object[0]);
     Scribe_Values.Look <int>(ref this.countDecayFrom, "countDecayFrom", 0, false);
     if (Scribe.mode == LoadSaveMode.PostLoadInit)
     {
         BackCompatibility.PawnTrainingTrackerPostLoadInit(this, ref this.wantedTrainables, ref this.steps, ref this.learned);
     }
 }