Пример #1
0
        // Token: 0x0600004C RID: 76 RVA: 0x00004148 File Offset: 0x00002348
        protected override IEnumerable <Toil> MakeNewToils()
        {
            this.FailOnDespawnedNullOrForbidden(TargetIndex.A);
            this.FailOnBurningImmobile(TargetIndex.A);
            this.FailOn(delegate()
            {
                CompDeepDrill compDeepDrill = this.job.targetA.Thing.TryGetComp <CompDeepDrill>();
                return(!compDeepDrill.CanDrillNow());
            });
            yield return(Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.InteractionCell));

            Toil work = new Toil();

            work.tickAction = delegate()
            {
                Pawn          actor    = work.actor;
                Building      building = (Building)actor.CurJob.targetA.Thing;
                CompDeepDrill comp     = building.GetComp <CompDeepDrill>();
                comp.DrillWorkDone(actor);
            };
            work.defaultCompleteMode = ToilCompleteMode.Never;
            work.WithEffect(EffecterDefOf.Drill, TargetIndex.A);
            work.FailOnCannotTouch(TargetIndex.A, PathEndMode.InteractionCell);
            yield return(work);

            yield break;
        }
Пример #2
0
            public bool MoveNext()
            {
                uint num = (uint)this.$PC;

                this.$PC = -1;
                switch (num)
                {
                case 0u:
                    this.FailOnDespawnedNullOrForbidden(TargetIndex.A);
                    this.FailOnBurningImmobile(TargetIndex.A);
                    this.FailOn(delegate()
                    {
                        CompDeepDrill compDeepDrill = this.job.targetA.Thing.TryGetComp <CompDeepDrill>();
                        return(!compDeepDrill.CanDrillNow());
                    });
                    this.$current = Toils_Goto.GotoThing(TargetIndex.A, PathEndMode.InteractionCell);
                    if (!this.$disposing)
                    {
                        this.$PC = 1;
                    }
                    return(true);

                case 1u:
                    < MakeNewToils > c__AnonStorey.work            = new Toil();
                    < MakeNewToils > c__AnonStorey.work.tickAction = delegate()
                    {
                        Pawn          actor    = < MakeNewToils > c__AnonStorey.work.actor;
                        Building      building = (Building)actor.CurJob.targetA.Thing;
                        CompDeepDrill comp     = building.GetComp <CompDeepDrill>();
                        comp.DrillWorkDone(actor);
                        actor.skills.Learn(SkillDefOf.Mining, 0.065f, false);
                    };