private void DrawPawnPriorities(ref float curY, float width) { try { if (!PawnForWork.Dead) { string pawnKey = PawnForWork.GetUniqueLoadID(); YouDoYou_MapComponent ydy = Find.CurrentMap.GetComponent <YouDoYou_MapComponent>(); if (ydy.pawnFree == null) { ydy.pawnFree = new Dictionary <string, bool>(); } if (!ydy.pawnFree.ContainsKey(pawnKey)) { ydy.pawnFree[pawnKey] = true; } foreach (KeyValuePair <WorkTypeDef, Priority> pair in ( from x in ydy.GetPriorities(PawnForWork) orderby x.Value descending, x.Key.naturalPriority descending select x )) { DrawPawnWorkPriority(ref curY, width, pair.Key, pair.Value); } } } catch { Logger.Message("could not draw pawn priorities"); } }
private void DrawPawnInterestText(ref float curY, float width) { try { Text.Font = GameFont.Small; Text.Anchor = TextAnchor.UpperLeft; GUI.color = new Color(0.9f, 0.9f, 0.9f); Rect rect2 = new Rect(0f, curY, width, 25f); if (PawnForWork.Map.GetComponent <YouDoYou_MapComponent>().pawnFree[PawnForWork.GetUniqueLoadID()]) { Widgets.Label(rect2, "WorkPreference".Translate()); } else { Widgets.Label(rect2, "WorkAssignment".Translate()); } } catch { Logger.Message("could not draw pawn interest text"); } curY += 25f; }