public static IEnumerable <Scenario> ScenariosInCategory(ScenarioCategory cat)
 {
     ScenarioLister.RecacheIfDirty();
     if (cat == ScenarioCategory.FromDef)
     {
         foreach (ScenarioDef scenDef in DefDatabase <ScenarioDef> .AllDefs)
         {
             yield return(scenDef.scenario);
         }
     }
     else if (cat == ScenarioCategory.CustomLocal)
     {
         foreach (Scenario scen in ScenarioFiles.AllScenariosLocal)
         {
             yield return(scen);
         }
     }
     else if (cat == ScenarioCategory.SteamWorkshop)
     {
         foreach (Scenario scen2 in ScenarioFiles.AllScenariosWorkshop)
         {
             yield return(scen2);
         }
     }
     yield break;
 }
Exemplo n.º 2
0
        public static IEnumerable <Scenario> ScenariosInCategory(ScenarioCategory cat)
        {
            ScenarioLister.RecacheIfDirty();
            switch (cat)
            {
            case ScenarioCategory.FromDef:
                using (IEnumerator <ScenarioDef> enumerator3 = DefDatabase <ScenarioDef> .AllDefs.GetEnumerator())
                {
                    if (enumerator3.MoveNext())
                    {
                        ScenarioDef scenDef = enumerator3.Current;
                        yield return(scenDef.scenario);

                        /*Error: Unable to find new state assignment for yield return*/;
                    }
                }
                break;

            case ScenarioCategory.CustomLocal:
                using (IEnumerator <Scenario> enumerator2 = ScenarioFiles.AllScenariosLocal.GetEnumerator())
                {
                    if (enumerator2.MoveNext())
                    {
                        Scenario scen2 = enumerator2.Current;
                        yield return(scen2);

                        /*Error: Unable to find new state assignment for yield return*/;
                    }
                }
                break;

            case ScenarioCategory.SteamWorkshop:
                using (IEnumerator <Scenario> enumerator = ScenarioFiles.AllScenariosWorkshop.GetEnumerator())
                {
                    if (enumerator.MoveNext())
                    {
                        Scenario scen = enumerator.Current;
                        yield return(scen);

                        /*Error: Unable to find new state assignment for yield return*/;
                    }
                }
                break;
            }
            yield break;
IL_0201:
            /*Error near IL_0202: Unexpected return in MoveNext()*/;
        }
Exemplo n.º 3
0
 public static IEnumerable <Scenario> AllScenarios()
 {
     ScenarioLister.RecacheIfDirty();
     foreach (ScenarioDef scenDef in DefDatabase <ScenarioDef> .AllDefs)
     {
         yield return(scenDef.scenario);
     }
     foreach (Scenario scen in ScenarioFiles.AllScenariosLocal)
     {
         yield return(scen);
     }
     foreach (Scenario scen2 in ScenarioFiles.AllScenariosWorkshop)
     {
         yield return(scen2);
     }
 }
Exemplo n.º 4
0
 public static bool ScenarioIsListedAnywhere(Scenario scen)
 {
     ScenarioLister.RecacheIfDirty();
     foreach (ScenarioDef allDef in DefDatabase <ScenarioDef> .AllDefs)
     {
         if (allDef.scenario == scen)
         {
             return(true);
         }
     }
     foreach (Scenario item in ScenarioFiles.AllScenariosLocal)
     {
         if (scen == item)
         {
             return(true);
         }
     }
     return(false);
 }
Exemplo n.º 5
0
 public static bool ScenarioIsListedAnywhere(Scenario scen)
 {
     ScenarioLister.RecacheIfDirty();
     foreach (ScenarioDef current in DefDatabase <ScenarioDef> .AllDefs)
     {
         if (current.scenario == scen)
         {
             bool result = true;
             return(result);
         }
     }
     foreach (Scenario current2 in ScenarioFiles.AllScenariosLocal)
     {
         if (scen == current2)
         {
             bool result = true;
             return(result);
         }
     }
     return(false);
 }
Exemplo n.º 6
0
        public static IEnumerable <Scenario> AllScenarios()
        {
            ScenarioLister.RecacheIfDirty();
            using (IEnumerator <ScenarioDef> enumerator = DefDatabase <ScenarioDef> .AllDefs.GetEnumerator())
            {
                if (enumerator.MoveNext())
                {
                    ScenarioDef scenDef = enumerator.Current;
                    yield return(scenDef.scenario);

                    /*Error: Unable to find new state assignment for yield return*/;
                }
            }
            using (IEnumerator <Scenario> enumerator2 = ScenarioFiles.AllScenariosLocal.GetEnumerator())
            {
                if (enumerator2.MoveNext())
                {
                    Scenario scen2 = enumerator2.Current;
                    yield return(scen2);

                    /*Error: Unable to find new state assignment for yield return*/;
                }
            }
            using (IEnumerator <Scenario> enumerator3 = ScenarioFiles.AllScenariosWorkshop.GetEnumerator())
            {
                if (enumerator3.MoveNext())
                {
                    Scenario scen = enumerator3.Current;
                    yield return(scen);

                    /*Error: Unable to find new state assignment for yield return*/;
                }
            }
            yield break;
IL_01d3:
            /*Error near IL_01d4: Unexpected return in MoveNext()*/;
        }
            public bool MoveNext()
            {
                uint num = (uint)this.$PC;

                this.$PC = -1;
                bool flag = false;

                switch (num)
                {
                case 0u:
                    ScenarioLister.RecacheIfDirty();
                    enumerator = DefDatabase <ScenarioDef> .AllDefs.GetEnumerator();

                    num = 4294967293u;
                    break;

                case 1u:
                    break;

                case 2u:
                    goto IL_CF;

                case 3u:
                    goto IL_156;

                default:
                    return(false);
                }
                try
                {
                    switch (num)
                    {
                    }
                    if (enumerator.MoveNext())
                    {
                        scenDef       = enumerator.Current;
                        this.$current = scenDef.scenario;
                        if (!this.$disposing)
                        {
                            this.$PC = 1;
                        }
                        flag = true;
                        return(true);
                    }
                }
                finally
                {
                    if (!flag)
                    {
                        if (enumerator != null)
                        {
                            enumerator.Dispose();
                        }
                    }
                }
                enumerator2 = ScenarioFiles.AllScenariosLocal.GetEnumerator();
                num         = 4294967293u;
                try
                {
IL_CF:
                    switch (num)
                    {
                    }
                    if (enumerator2.MoveNext())
                    {
                        scen          = enumerator2.Current;
                        this.$current = scen;
                        if (!this.$disposing)
                        {
                            this.$PC = 2;
                        }
                        flag = true;
                        return(true);
                    }
                }
                finally
                {
                    if (!flag)
                    {
                        if (enumerator2 != null)
                        {
                            enumerator2.Dispose();
                        }
                    }
                }
                enumerator3 = ScenarioFiles.AllScenariosWorkshop.GetEnumerator();
                num         = 4294967293u;
                try
                {
IL_156:
                    switch (num)
                    {
                    }
                    if (enumerator3.MoveNext())
                    {
                        scen2         = enumerator3.Current;
                        this.$current = scen2;
                        if (!this.$disposing)
                        {
                            this.$PC = 3;
                        }
                        flag = true;
                        return(true);
                    }
                }
                finally
                {
                    if (!flag)
                    {
                        if (enumerator3 != null)
                        {
                            enumerator3.Dispose();
                        }
                    }
                }
                this.$PC = -1;
                return(false);
            }