public void ExposeData()
 {
     Scribe_References.Look <Pawn>(ref Musician, "MusicalInstruments.Musician");
     Scribe_References.Look <Thing>(ref Instrument, "MusicalInstruments.Instrument");
 }
 public override void ExposeData()
 {
     Scribe_Values.Look(ref spot, "spot", default(IntVec3));
     Scribe_References.Look(ref grave, "grave");
     Scribe_Collections.Look(ref attendees, "attendees", LookMode.Reference);
 }
示例#3
0
 public override void ExposeData()
 {
     Scribe_Values.Look(ref EndCondition, "EndCondition");
     Scribe_References.Look(ref Quest, "Quest");
 }
        /*
         * public static void LayEgg(Pawn mother, Pawn father)
         * {
         *
         *      int num = (mother.RaceProps.litterSizeCurve == null) ? 1 : Mathf.RoundToInt(Rand.ByCurve(mother.RaceProps.litterSizeCurve, 300));
         *      if (num < 1)
         *      {
         *              num = 1;
         *      }
         *
         *
         *
         *      PawnGenerationRequest request = new PawnGenerationRequest(mother.kindDef, mother.Faction, PawnGenerationContext.NonPlayer, -1, false, true, false, false, true, false, 1f, false, true, true, false, false, false, false, null, null, null, null, null, null, null);
         *      Pawn pawn = null;
         *      for (int i = 0; i < num; i++)
         *      {
         *              pawn = PawnGenerator.GeneratePawn(request);
         *              if (PawnUtility.TrySpawnHatchedOrBornPawn(pawn, mother))
         *              {
         *                      if (pawn.playerSettings != null && mother.playerSettings != null)
         *                      {
         *                              pawn.playerSettings.AreaRestriction = mother.playerSettings.AreaRestriction;
         *                      }
         *                      if (pawn.RaceProps.IsFlesh)
         *                      {
         *                              pawn.relations.AddDirectRelation(PawnRelationDefOf.Parent, mother);
         *                              if (father != null)
         *                              {
         *                                      pawn.relations.AddDirectRelation(PawnRelationDefOf.Parent, father);
         *                              }
         *                      }
         *              }
         *              else
         *              {
         *                      Find.WorldPawns.PassToWorld(pawn, PawnDiscardDecideMode.Discard);
         *              }
         *              TaleRecorder.RecordTale(TaleDefOf.GaveBirth, new object[]
         *              {
         *                      mother,
         *                      pawn
         *              });
         *      }
         *
         *
         *
         *      if (mother.Spawned)
         *      {
         *              FilthMaker.MakeFilth(mother.Position, mother.Map, ThingDefOf.FilthAmnioticFluid, mother.LabelIndefinite(), 5);
         *              if (mother.caller != null)
         *              {
         *                      mother.caller.DoCall();
         *              }
         *              if (pawn.caller != null)
         *              {
         *                      pawn.caller.DoCall();
         *              }
         *      }
         *
         * }
         */

        public override void ExposeData()
        {
            base.ExposeData();
            Scribe_References.Look <Pawn>(ref father, "father", false);
        }
示例#5
0
 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_References.Look(ref mapParent, "mapParent");
 }
示例#6
0
 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_References.Look <Pawn>(ref this.target, "target", false);
 }
 public void ExposeData()
 {
     Scribe_Defs.Look <PawnRelationDef>(ref this.def, "def");
     Scribe_References.Look <Pawn>(ref this.otherPawn, "otherPawn", true);
     Scribe_Values.Look <int>(ref this.startTicks, "startTicks", 0, false);
 }
 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_References.Look <SettlementBase>(ref this.settlement, "settlement", false);
 }
 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_References.Look(ref oldThing, "oldThing");
     Scribe_Defs.Look(ref oldStuff, "oldStuff");
 }
 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_References.Look <ShipBase>(ref this.ship, "ship");
 }
 public override void ExposeData()
 {
     Scribe_References.Look <Faction>(ref this.faction, "faction", false);
     Scribe_Values.Look <IntVec3>(ref this.siegeSpot, "siegeSpot", default(IntVec3), false);
     Scribe_Values.Look <float>(ref this.blueprintPoints, "blueprintPoints", 0f, false);
 }
示例#12
0
 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_References.Look <Corpse>(ref this.corpse, "corpse", false);
 }
示例#13
0
 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_References.Look(ref weapon, "weapon");
 }
示例#14
0
 public override void ExposeData()
 {
     Scribe_References.Look(ref pawn, "Pawn");
     base.ExposeData();
 }
示例#15
0
 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_References.Look <Site>(ref this.site, "site", false);
     Scribe_Defs.Look <PawnsArrivalModeDef>(ref this.arrivalMode, "arrivalMode");
 }
示例#16
0
 public void ExposeData()
 {
     Scribe_References.Look(ref thing, "Thing");
     Scribe_Values.Look(ref randomId, "randomID");
     Scribe_Values.Look(ref IsPsychic, "IsPsychic");
 }
示例#17
0
        public override void ExposeData()
        {
            base.ExposeData();

            Scribe_References.Look(ref quest, "Quest");
        }
示例#18
0
 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_References.Look <Moon>(ref this.moon, "moon");
     Scribe_Values.Look <bool>(ref this.firstTick, "firstTick", true);
 }
示例#19
0
 public override void CompExposeData()
 {
     base.CompExposeData();
     Scribe_References.Look <Pawn>(ref linkedPawn, "linkedPawn", false);
 }
 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_References.Look(ref dockedBoat, "dockedBoat", false);
 }
示例#21
0
 public void ExposeData()
 {
     Scribe_References.Look <Pawn>(ref this.predator, "predator", false);
     Scribe_Values.Look <int>(ref this.lastAttackTicks, "lastAttackTicks", 0, false);
 }
 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_References.Look <Building_StreetLamp>(ref this.master, "master", false);
 }
 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_References.Look <Faction>(ref this.faction, "faction", false);
     Scribe_Values.Look <IntVec3>(ref this.baseCenter, "baseCenter", default(IntVec3), false);
 }
示例#24
0
 public override void CompExposeData()
 {
     base.CompExposeData();
     Scribe_References.Look <Pawn>(ref this.bonderPawn, "bonderPawn", false);
     Scribe_References.Look <Pawn>(ref this.polyHost, "polyHost", false);
 }
示例#25
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 public override void ExposeData()
 {
     Scribe_Values.Look <IntVec3>(ref this.spot, "spot", default(IntVec3), false);
     Scribe_References.Look <Pawn>(ref this.organizer, "organizer", false);
 }
示例#26
0
 public void ExposeData()
 {
     Scribe_Values.Look <IntVec3>(ref this.loc, "loc", default(IntVec3), false);
     Scribe_References.Look <Map>(ref this.map, "map", false);
     Scribe_Values.Look <int>(ref this.tick, "tick", 0, false);
 }
示例#27
0
 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_Values.Look(ref wealthOnEnter, "wealthOnEnter");
     Scribe_References.Look(ref originalFaction, "originalFaction");
 }
 public void ExposeData()
 {
     Scribe_References.Look <Outfit>(ref this.curOutfit, "curOutfit", false);
     Scribe_Deep.Look <OutfitForcedHandler>(ref this.forcedHandler, "overrideHandler", new object[0]);
 }
示例#29
0
 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_References.Look <Pawn>(ref this.otherPawn, "otherPawn", false);
 }
示例#30
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 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_References.Look(refee: ref this.factionWarPeaceTalks, label: "factionWarPeaceTalks");
 }