protected override IEnumerable <Toil> MakeNewToils()
        {
            this.FailOnDespawnedOrNull(TargetIndex.A);
            yield return(Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.InteractionCell));

            Toil prepare = Toils_General.Wait(500, TargetIndex.None);

            prepare.FailOnCannotTouch(TargetIndex.A, PathEndMode.InteractionCell);
            prepare.WithProgressBarToilDelay(TargetIndex.A, false, -0.5f);
            yield return(prepare);

            Toil enter = new Toil();

            enter.initAction = delegate()
            {
                Pawn actor = enter.actor;
                Building_CryptosleepCasket pod = (Building_CryptosleepCasket)actor.CurJob.targetA.Thing;
                Action action = delegate()
                {
                    actor.DeSpawn(DestroyMode.Vanish);
                    pod.TryAcceptThing(actor, true);
                };
                if (!pod.def.building.isPlayerEjectable)
                {
                    int freeColonistsSpawnedOrInPlayerEjectablePodsCount = this.Map.mapPawns.FreeColonistsSpawnedOrInPlayerEjectablePodsCount;
                    if (freeColonistsSpawnedOrInPlayerEjectablePodsCount <= 1)
                    {
                        Find.WindowStack.Add(Dialog_MessageBox.CreateConfirmation("CasketWarning".Translate().AdjustedFor(actor, "PAWN"), action, false, null));
                    }
                    else
                    {
                        action();
                    }
                }
                else
                {
                    action();
                }
            };
            enter.defaultCompleteMode = ToilCompleteMode.Instant;
            yield return(enter);

            yield break;
        }
            public bool MoveNext()
            {
                uint num = (uint)this.$PC;

                this.$PC = -1;
                switch (num)
                {
                case 0u:
                    this.FailOnDespawnedOrNull(TargetIndex.A);
                    this.$current = Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.InteractionCell);
                    if (!this.$disposing)
                    {
                        this.$PC = 1;
                    }
                    return(true);

                case 1u:
                    prepare = Toils_General.Wait(500, TargetIndex.None);
                    prepare.FailOnCannotTouch(TargetIndex.A, PathEndMode.InteractionCell);
                    prepare.WithProgressBarToilDelay(TargetIndex.A, false, -0.5f);
                    this.$current = prepare;
                    if (!this.$disposing)
                    {
                        this.$PC = 2;
                    }
                    return(true);

                case 2u:
                {
                    Toil enter = new Toil();
                    enter.initAction = delegate()
                    {
                        Pawn actor = enter.actor;
                        Building_CryptosleepCasket pod = (Building_CryptosleepCasket)actor.CurJob.targetA.Thing;
                        Action action = delegate()
                        {
                            actor.DeSpawn(DestroyMode.Vanish);
                            pod.TryAcceptThing(actor, true);
                        };
                        if (!pod.def.building.isPlayerEjectable)
                        {
                            int freeColonistsSpawnedOrInPlayerEjectablePodsCount = this.Map.mapPawns.FreeColonistsSpawnedOrInPlayerEjectablePodsCount;
                            if (freeColonistsSpawnedOrInPlayerEjectablePodsCount <= 1)
                            {
                                Find.WindowStack.Add(Dialog_MessageBox.CreateConfirmation("CasketWarning".Translate().AdjustedFor(actor, "PAWN"), action, false, null));
                            }
                            else
                            {
                                action();
                            }
                        }
                        else
                        {
                            action();
                        }
                    };
                    enter.defaultCompleteMode = ToilCompleteMode.Instant;
                    this.$current             = enter;
                    if (!this.$disposing)
                    {
                        this.$PC = 3;
                    }
                    return(true);
                }

                case 3u:
                    this.$PC = -1;
                    break;
                }
                return(false);
            }