Exemplo n.º 1
0
 private void EnsureCitizenUnits()
 {
     Vehicle[] buffer = Singleton <VehicleManager> .instance.m_vehicles.m_buffer;
     for (int index = 0; index < buffer.Length; ++index)
     {
         if (buffer[index].m_flags != ~(Vehicle.Flags.Created | Vehicle.Flags.Deleted | Vehicle.Flags.Spawned | Vehicle.Flags.Inverted | Vehicle.Flags.TransferToTarget | Vehicle.Flags.TransferToSource | Vehicle.Flags.Emergency1 | Vehicle.Flags.Emergency2 | Vehicle.Flags.WaitingPath | Vehicle.Flags.Stopped | Vehicle.Flags.Leaving | Vehicle.Flags.Arriving | Vehicle.Flags.Reversed | Vehicle.Flags.TakingOff | Vehicle.Flags.Flying | Vehicle.Flags.Landing | Vehicle.Flags.WaitingSpace | Vehicle.Flags.WaitingCargo | Vehicle.Flags.GoingBack | Vehicle.Flags.WaitingTarget | Vehicle.Flags.Importing | Vehicle.Flags.Exporting | Vehicle.Flags.Parking | Vehicle.Flags.CustomName | Vehicle.Flags.OnGravel | Vehicle.Flags.WaitingLoading | Vehicle.Flags.Congestion | Vehicle.Flags.DummyTraffic | Vehicle.Flags.Underground | Vehicle.Flags.Transition | Vehicle.Flags.InsideBuilding | Vehicle.Flags.LeftHandDrive))
         {
             VehicleInfo info = buffer[index].Info;
             if (!((UnityEngine.Object)info == (UnityEngine.Object)null) && info.m_prefabDataIndex == this.PrefabDataIndex)
             {
                 PrefabData.EnsureCitizenUnits((ushort)index, ref buffer[index], this.Capacity);
             }
         }
     }
 }