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C# (CSharp) PawnUtility.Mated示例
编程语言:
C# (CSharp)
类/类型:
PawnUtility
方法/功能:
Mated
hotexamples.com的示例:
1
C# (CSharp) PawnUtility.Mated - 已找到1个示例
。这些是从开源项目中提取的最受好评的
PawnUtility.Mated
现实C# (CSharp)示例。您可以评价示例,以帮助我们提高示例质量。
常用方法
显示
隐藏
ShouldSendNotificationAbout(30)
ForceWait(27)
TrySpawnHatchedOrBornPawn(22)
AnyPawnBlockingPathAt(21)
ShouldCollideWithPawns(20)
EnemiesAreNearby(17)
ResolveMaxDanger(15)
KnownDangerAt(15)
WillSoonHaveBasicNeed(14)
ResolveLocomotion(12)
IsTravelingInTransportPodWorldObject(11)
GetPosture(7)
RecoverFromUnwalkablePositionOrKill(7)
IsKidnappedPawn(7)
IsFactionLeader(7)
BodyResourceGrowthSpeed(7)
GetManhunterOnDamageChance(6)
GainComfortFromCellIfPossible(6)
PawnKindsToLineList(6)
GiveAllStartingPlayerPawnsThought(5)
EverBeenColonistOrTameAnimal(5)
ForSaleBySettlement(5)
PawnKindsToCommaList(4)
AnimalFilthChancePerCell(4)
FertileMateTarget(3)
GainComfortFromThingIfPossible(3)
TryDestroyStartingColonistFamily(3)
SpawnedMasteredPawns(3)
PlayerForcedJobNowOrSoon(3)
IsTeetotaler(2)
CanCasuallyInteractNow(2)
CasualInterruptibleNow(1)
ShouldGetThoughtAbout(1)
EverBeenQuestLodger(1)
DestroyStartingColonistFamily(1)
GiveNameBecauseOfNuzzle(1)
PawnsCanShareCellBecauseOfBodySize(1)
HumanFilthChancePerCell(1)
GetManhunterOnTameFailChance(1)
PawnBlockingPathAt(1)
Mated(1)
AddAndRemoveComponentsAsAppropriate(1)
常用方法
ShouldSendNotificationAbout (30)
ForceWait (27)
TrySpawnHatchedOrBornPawn (22)
AnyPawnBlockingPathAt (21)
ShouldCollideWithPawns (20)
EnemiesAreNearby (17)
ResolveMaxDanger (15)
KnownDangerAt (15)
WillSoonHaveBasicNeed (14)
ResolveLocomotion (12)
常用方法
IsTravelingInTransportPodWorldObject (11)
GetPosture (7)
RecoverFromUnwalkablePositionOrKill (7)
IsKidnappedPawn (7)
IsFactionLeader (7)
BodyResourceGrowthSpeed (7)
GetManhunterOnDamageChance (6)
GainComfortFromCellIfPossible (6)
PawnKindsToLineList (6)
GiveAllStartingPlayerPawnsThought (5)
EverBeenColonistOrTameAnimal (5)
ForSaleBySettlement (5)
PawnKindsToCommaList (4)
AnimalFilthChancePerCell (4)
FertileMateTarget (3)
GainComfortFromThingIfPossible (3)
TryDestroyStartingColonistFamily (3)
SpawnedMasteredPawns (3)
PlayerForcedJobNowOrSoon (3)
IsTeetotaler (2)
常用方法
EverBeenColonistOrTameAnimal (5)
ForSaleBySettlement (5)
PawnKindsToCommaList (4)
AnimalFilthChancePerCell (4)
FertileMateTarget (3)
GainComfortFromThingIfPossible (3)
TryDestroyStartingColonistFamily (3)
SpawnedMasteredPawns (3)
PlayerForcedJobNowOrSoon (3)
IsTeetotaler (2)
CanCasuallyInteractNow (2)
CasualInterruptibleNow (1)
ShouldGetThoughtAbout (1)
EverBeenQuestLodger (1)
DestroyStartingColonistFamily (1)
GiveNameBecauseOfNuzzle (1)
PawnsCanShareCellBecauseOfBodySize (1)
HumanFilthChancePerCell (1)
GetManhunterOnTameFailChance (1)
PawnBlockingPathAt (1)
Mated (1)
AddAndRemoveComponentsAsAppropriate (1)
常用方法
CanCasuallyInteractNow (2)
CasualInterruptibleNow (1)
ShouldGetThoughtAbout (1)
EverBeenQuestLodger (1)
DestroyStartingColonistFamily (1)
GiveNameBecauseOfNuzzle (1)
PawnsCanShareCellBecauseOfBodySize (1)
HumanFilthChancePerCell (1)
GetManhunterOnTameFailChance (1)
PawnBlockingPathAt (1)
Mated (1)
AddAndRemoveComponentsAsAppropriate (1)
示例#1
0
显示文件
文件:
Mate.cs
项目:
inexcode/HumanlikeLifeStages
public static void DefaultMate(Pawn donor, Pawn womb) { PawnUtility.Mated(donor, womb); }
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