示例#1
0
 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_References.LookReference <BuildingAltar>(ref this.altar, "altar");
     Scribe_Values.LookValue <IntVec3>(ref this.initialPosition, "initialPosition", IntVec3.Zero);
     Scribe_Values.LookValue <bool>(ref this.isMorningPrayer, "isMorningPrayer", false);
 }
示例#2
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 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_Values.LookValue <TargetIndex>(ref this.AltarIndex, "AltarIndex", TargetIndex.A);
     Scribe_Values.LookValue <TargetIndex>(ref this.AltarInteractionCell, "AltarInteractionCell", TargetIndex.B);
     Scribe_References.LookReference <Pawn>(ref this.pawn, "pawn", false);
 }
示例#3
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 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_References.LookReference <Pawn>(ref this.pawn, "pawn", false);
     Scribe_Defs.LookDef <PsykerPowerDef>(ref this.powerdef, "powerdef");
     Scribe_Collections.LookList <ThingComp>(ref this.comps, "comps", LookMode.Reference, new object[0]);
 }
示例#4
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        public void ExposeData()
        {
            Scribe_References.LookReference(ref this.pawn, "thing");
            Scribe_Defs.LookDef(ref this.manaDef, "manaDef");
            Scribe_Values.LookValue(ref this.manaValue, "manaValue");
            Scribe_Values.LookValue(ref this.whaitingForThinkNode, "whaitingForThinkNode");
            Scribe_Defs.LookDef(ref this.currentAbility, "abilityDef");
            Scribe_Deep.LookDeep(ref this.effectState, "effectState");
            Scribe_Collections.LookList(ref this.currentTargets, "targets", LookMode.Deep);
            Scribe_Collections.LookList(ref this.executionLogs, "executionLogs", LookMode.Deep);
            Scribe_Collections.LookList(ref this.currentMotes, "currentMotes", LookMode.Deep);

            if (Scribe.mode == LoadSaveMode.PostLoadInit)
            {
                if (this.currentTargets != null)
                {
                    foreach (Saveable_Target value in this.currentTargets.ToArray())
                    {
                        if (value.target == null)
                        {
                            this.currentTargets.Remove(value);
                        }
                    }
                }
            }
        }
示例#5
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        public override void ExposeData()
        {
            base.ExposeData();

            // settings, references first!
            Scribe_References.LookReference(ref TameArea, "TameArea");
            Scribe_Collections.LookList(ref RestrictArea, "AreaRestrictions", LookMode.Reference);
            Scribe_Deep.LookDeep(ref Trigger, "trigger", manager);
            Scribe_Deep.LookDeep(ref Training, "Training");
            Scribe_Values.LookValue(ref ButcherExcess, "ButcherExcess", true);
            Scribe_Values.LookValue(ref ButcherTrained, "ButcherTrained", false);
            Scribe_Values.LookValue(ref RestrictToArea, "RestrictToArea", false);
            Scribe_Values.LookValue(ref TryTameMore, "TryTameMore", false);

            // our current designations
            if (Scribe.mode == LoadSaveMode.PostLoadInit)
            {
                // populate with all designations.
                Designations.AddRange(
                    manager.map.designationManager.DesignationsOfDef(DesignationDefOf.Slaughter)
                    .Where(des => ((Pawn)des.target.Thing).kindDef == Trigger.pawnKind));
                Designations.AddRange(
                    manager.map.designationManager.DesignationsOfDef(DesignationDefOf.Tame)
                    .Where(des => ((Pawn)des.target.Thing).kindDef == Trigger.pawnKind));
            }

            // this is an array of strings as the first (and only) parameter - make sure it doesn't get cast to array of objects for multiple parameters.
            Scribe_Deep.LookDeep(ref _history, "History");
        }
 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_References.LookReference(ref faction, "faction");
     Scribe_Values.LookValue(ref chillSpot, "chillSpot", default(IntVec3));
     Scribe_Values.LookValue(ref checkEventId, "checkEventId", -1);
 }
示例#7
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 public override void ExposeData()
 {
     Scribe_Values.LookValue(ref point, "point", default(IntVec3));
     Scribe_Values.LookValue(ref radius, "radius", 45f);
     Scribe_Collections.LookDictionary(ref visitorMoods, "visitorMoods");
     Scribe_References.LookReference(ref visitorFlag, "flag");
 }
示例#8
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        public override void ExposeData()
        {
            base.ExposeData();

            Scribe_References.LookReference <Building_OutpostCommandConsole>(ref commandConsole, "commandConsole");
            Scribe_Collections.LookList <IntVec3>(ref this.watchedCells, "watchedCells", LookMode.Value);
        }
 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_Values.LookValue <int>(ref this.flashStartTick, "flashStartTick");
     Scribe_Values.LookValue <int>(ref this.flashStopTick, "flashStopTick");
     Scribe_References.LookReference <Thing>(ref this.glower, "glower");
 }
示例#10
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 // ===================== Saving =====================
 /// <summary>
 /// Save and load internal state variables (stored in savegame data).
 /// </summary>
 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_Values.LookValue <int>(ref this.sporeSpawningDurationInTicks, "sporeSpawningDurationInTicks");
     Scribe_Values.LookValue <int>(ref this.lifeCounterInTicks, "lifeCounterInTicks");
     Scribe_References.LookReference <CavePlant_Gleamcap>(ref this.parent, "parentGleamcap");
 }
示例#11
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 public override void ExposeData()
 {
     Scribe_References.LookReference <Faction>(ref this.IoM, "IoM");
     Scribe_References.LookReference <Faction>(ref this.PatronFaction, "PatronFaction");
     Scribe_References.LookReference <Faction>(ref this.ImperialGuard, "ImperialGuard");
     Scribe_References.LookReference <Faction>(ref this.AdeptusSororitas, "AdeptusSororitas");
     Scribe_References.LookReference <Faction>(ref this.Mechanicus, "Mechanicus");
     Scribe_References.LookReference <Faction>(ref this.EldarWarhost, "EldarWarhost");
     Scribe_References.LookReference <Faction>(ref this.DarkEldarKabal, "DarkEldarKabal");
     Scribe_References.LookReference <Faction>(ref this.ChaosCult, "ChaosCult");
     Scribe_References.LookReference <Faction>(ref this.Tau, "Tau");
     Scribe_Collections.LookList <Faction>(ref this.ImperialFactions, "ImperialFactions", LookMode.Reference, new object[0]);
     Scribe_Collections.LookList <Faction>(ref this.XenoFactions, "XenoFactions", LookMode.Reference, new object[0]);
     Scribe_Collections.LookList <StarMapObject>(ref this.SubSectorObjects, "SubSectorObjects", LookMode.Deep, new object[0]);
     Scribe_Values.LookValue <bool>(ref this.IoMCanHelp, "FactionCanHelp", false, true);
     Scribe_Values.LookValue <bool>(ref this.activeRaid, "activeRaid", false, true);
     Scribe_Values.LookValue <bool>(ref this.PlayerIsEnemyOfMankind, "PlayerIsEnemyOfMankind", false, true);
     Scribe_Values.LookValue <bool>(ref this.AcknowledgedByImperium, "AcknowledgedByImperium", false, true);
     Scribe_Values.LookValue <int>(ref this.DaysAfterHelp, "DaysAfterHelp", 4, false);
     Scribe_Values.LookValue <int>(ref this.DaysToTitheCollection, "DaysToTitheCollection", 30, false);
     Scribe_Values.LookValue <float>(ref this.ColonyCorruptionAvg, "ColonyCorruptionAvg", 0.8f, false);
     Scribe_Values.LookValue <string>(ref this.SubsectorName, "SubsectorName", "Aurelia", false);
     Scribe_Collections.LookList <Tithes.TitheEntryGlobal>(ref this.currentTithes, "currentTithes", LookMode.Deep, new object[0]);
     base.ExposeData();
 }
 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_Values.LookValue <float>(ref this.pointsLeft, "mechanoidPointsLeft", 0f, false);
     Scribe_Values.LookValue <int>(ref this.age, "age", 0, false);
     Scribe_Values.LookValue <float>(ref this.snowRadius, "snowRadius", 0f, false);
     Scribe_References.LookReference <Lord>(ref this.lord, "defenseLord", false);
 }
示例#13
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        // ######## ExposeData ######## //

        public override void ExposeData()
        {
            base.ExposeData();

            Scribe_Values.LookValue <bool>(ref campfirePartyIsStarted, "campfirePartyIsStarted", false);
            Scribe_Values.LookValue <int>(ref lifeTickCounter, "lifeTickCounter", 0);
            Scribe_References.LookReference <Thing>(ref pyreFire, "pyreFire");
        }
 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_References.LookReference(ref _assignedPawn, "assignedPawn", false);
     Scribe_Values.LookValue(ref _billName, "billName", null);
     Scribe_Values.LookValue(ref _minStock, "minStock", 0);
     Scribe_Values.LookValue(ref _isPaused, "isPaused", false);
 }
示例#15
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 public override void ExposeData()
 {
     Scribe_References.LookReference <Pawn>(ref this.centralPawn, "centralPawn", false);
     Scribe_Values.LookValue <IntVec3>(ref this.chillSpot, "chillSpot", default(IntVec3), false);
     Scribe_Values.LookValue <IoMChatType>(ref this.chatType, "chatType", IoMChatType.SimpleChat, false);
     Scribe_Values.LookValue <bool>(ref this.InquisitorFoundHeretic, "InquisitorFoundHeretic", false, false);
     Scribe_Values.LookValue <bool>(ref this.isOfficialMission, "isOfficialMission", false, false);
     Scribe_References.LookReference <Faction>(ref this.factionInt, "factionInt", false);
 }
示例#16
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 public override void PostExposeData()
 {
     if (compWarehouse != null)
     {
         quantumWarehouse = compWarehouse.parent;
     }
     Scribe_Values.LookValue(ref sparklesEnabled, "sparklesEnabledQR", false);
     Scribe_References.LookReference <Thing>(ref quantumWarehouse, "quantumWarehouse");
 }
示例#17
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 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_Values.LookValue <int>(ref this.ticksToTakeOff, "ticksToTakeOff");
     Scribe_References.LookReference <Thing>(ref this.cryptosleepBay1, "cryptosleepBay1");
     Scribe_References.LookReference <Thing>(ref this.cryptosleepBay2, "cryptosleepBay2");
     Scribe_References.LookReference <Thing>(ref this.cargoBay1, "cargoBay1");
     Scribe_References.LookReference <Thing>(ref this.cargoBay2, "cargoBay2");
 }
示例#18
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        public void ExposeData()
        {
            Scribe_References.LookReference(ref pawn, "pawn");
            Scribe_References.LookReference(ref loadout, "loadout");

#if DEBUG
            Log.Message(Scribe.mode + ", pawn: " + (pawn == null ? "NULL" : pawn.NameStringShort) + ", loadout: " + (loadout == null ? "NULL" : loadout.label));
#endif
        }
示例#19
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 public override void PostExposeData()
 {
     base.PostExposeData();
     Scribe_Values.LookValue <bool>(ref this.freeSlave, "freeSlave", false, false);
     Scribe_Values.LookValue <bool>(ref this.wasSlave, "wasSlave", false, false);
     Scribe_References.LookReference <Thing>(ref this.haulTarget, "haulTarget");
     Scribe_References.LookReference <Faction>(ref this.originalFaction, "originalFaction");
     Scribe_Defs.LookDef <PawnKindDef>(ref this.originalPawnKind, "originalPawnKind");
 }
示例#20
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 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_Values.LookValue <int>(ref this.takeOffTick, "takeOffTick");
     Scribe_References.LookReference <Thing>(ref this.cryptosleepBay1, "cryptosleepBay1");
     Scribe_References.LookReference <Thing>(ref this.cryptosleepBay2, "cryptosleepBay2");
     Scribe_References.LookReference <Thing>(ref this.cargoBay1, "cargoBay1");
     Scribe_References.LookReference <Thing>(ref this.cargoBay2, "cargoBay2");
     Scribe_Values.LookValue <bool>(ref this.reinforcementsAreSpawned, "reinforcementsAreSpawned");
 }
示例#21
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        public override void ExposeData()
        {
            base.ExposeData();

            Scribe_References.LookReference <Thing>(ref this.light, "headLight");
            Scribe_Values.LookValue <bool>(ref this.lightIsOn, "lightIsOn");
            if (Scribe.mode == LoadSaveMode.ResolvingCrossRefs)
            {
                this.refreshIsNecessary = true;
            }
        }
示例#22
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        public override void ExposeData()
        {
            base.ExposeData();

            Scribe_References.LookReference <Pawn>(ref this.targetPawn, "targetpawn");
            Scribe_Values.LookValue <IntVec3>(ref this.repelVector, "repelVector");
            Scribe_Values.LookValue <float>(ref this.repelDistance, "repelDistance");
            Scribe_Values.LookValue <float>(ref this.repelDurationInTicks, "repelDurationInTicks");
            Scribe_Values.LookValue <float>(ref this.repelTicks, "repelTicks");
            Scribe_Values.LookValue <IntVec3>(ref this.initialRepelPosition, "initialRepelPosition");
        }
示例#23
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        // ######## ExposeData ######## //

        public override void ExposeData()
        {
            base.ExposeData();

            for (int directionAsInt = 0; directionAsInt < 4; directionAsInt++)
            {
                Scribe_Values.LookValue <bool>(ref connectionIsAllowedByUser[directionAsInt], "connectionIsAllowedByUser" + directionAsInt, true);
                Scribe_Values.LookValue <bool>(ref cachedConnectionIsAllowedByUser[directionAsInt], "cachedConnectionIsAllowedByUser" + directionAsInt, true);
                Scribe_References.LookReference <Building_LaserFencePylon>(ref linkedPylons[directionAsInt], "linkedPylons" + directionAsInt);
                Scribe_Values.LookValue <int>(ref fenceLength[directionAsInt], "fenceLength" + directionAsInt, 0);
            }
        }
示例#24
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        public override void ExposeData()
        {
            base.ExposeData();
            Scribe_Deep.LookDeep <StunHandler>(ref this.stunner, "stunner", new object[]
            {
                this
            });

            Scribe_Values.LookValue <bool>(ref this.isInstalled, "isInstalled", false, false);
            Scribe_Values.LookValue <string>(ref this.assignedSlotName, "assignedSlotName");
            Scribe_References.LookReference <ShipWeaponSlot>(ref this.slotToInstall, "slotToInstall");
        }
示例#25
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 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_References.LookReference <Building_SamSite> (ref this.launcher, "launcher");
     Scribe_References.LookReference <DropPodIncoming>(ref this.target, "target");
     Scribe_Values.LookValue <Vector3>(ref this.origin, "origin");
     Scribe_Values.LookValue <Vector3>(ref this.origin, "predictedImpactPosition");
     Scribe_Values.LookValue <int>(ref this.predictedTicksToImpact, "predictedTicksToImpact");
     Scribe_Values.LookValue <int>(ref this.ticksToImpact, "ticksToImpact");
     Scribe_Values.LookValue <float>(ref this.missileRotation, "missileRotation");
     Scribe_Values.LookValue <bool>(ref this.targetWillBeHit, "targetWillBeHit");
 }
示例#26
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        public override void ExposeData()
        {
            base.ExposeData();

            Scribe_References.LookReference(ref this.target, "target");
            Scribe_Values.LookValue(ref this.alphaChange, "alphaChange");
            Scribe_Values.LookValue(ref this.currentColor, "color");
            Scribe_Values.LookValue(ref this.exactPosition, "position");
            Scribe_Values.LookValue(ref this.exactAlpha, "alpha");
            Scribe_Values.LookValue(ref this.exactRotation, "rotation");
            Scribe_Values.LookValue(ref this.exactScale, "scale");
        }
示例#27
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        public override void ExposeData()
        {
            base.ExposeData();

            Scribe_References.LookReference <Pawn>(ref this.preacher, "preacher", false);
            Scribe_Values.LookValue <string>(ref this.RoomName, "RoomName", "Temple", false);
            Scribe_Values.LookValue <bool>(ref this.OptionEvening, "OptionEvening", false, false);
            Scribe_Values.LookValue <bool>(ref this.OptionMorning, "OptionMorning", false, false);
            Scribe_Values.LookValue <bool>(ref this.HeldSermon, "HeldSermon", true, false);
            Scribe_Values.LookValue <bool>(ref this.CalledInFlock, "CalledInFlock", false, false);

            Scribe_Values.LookValue <bool>(ref this.HeldSermon, "HeldSermon", true, false);
        }
示例#28
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        public virtual void ExposeData()
        {
            Scribe_References.LookReference(ref manager, "manager");
            Scribe_Values.LookValue(ref ActionInterval, "ActionInterval");
            Scribe_Values.LookValue(ref LastAction, "LastAction");
            Scribe_Values.LookValue(ref Priority, "Priority");

            if (Scribe.mode == LoadSaveMode.PostLoadInit || Manager.LoadSaveMode == Manager.Modes.ImportExport)
            {
                // must be true if it was saved.
                Managed = true;
            }
        }
        public override void PostExposeData()
        {
            //Log.Message( parent.def.defName + " - PostExposeData()" );
            base.PostExposeData();

            Scribe_Values.LookValue <int>(ref keepOnTicks, "keepOnTicks", 30);
            Scribe_Values.LookValue <float>(ref curPower, "curPower", 1f);
            Scribe_References.LookReference <Pawn>(ref curUser, "curUser");
            if ((Scribe.mode == LoadSaveMode.LoadingVars) &&
                (curUser != null))
            {
                curJob = curUser.CurJob;
            }
        }
示例#30
0
 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_Values.LookValue <Vector3>(ref this.origin, "origin", default(Vector3), false);
     Scribe_Values.LookValue <Vector3>(ref this.destination, "destination", default(Vector3), false);
     Scribe_Values.LookValue <int>(ref this.ticksToImpact, "ticksToImpact", 0, false);
     Scribe_References.LookReference <Thing>(ref this.assignedTarget, "assignedTarget", false);
     Scribe_References.LookReference <Thing>(ref this.launcher, "launcher", false);
     Scribe_Defs.LookDef <ThingDef>(ref this.equipmentDef, "equipmentDef");
     Scribe_Values.LookValue <bool>(ref this.interceptWallsInt, "interceptWalls", true, false);
     Scribe_Values.LookValue <bool>(ref this.freeInterceptInt, "interceptRandomTargets", true, false);
     Scribe_Values.LookValue <bool>(ref this.landed, "landed", false, false);
     Scribe_References.LookReference <Thing>(ref this.neverInterceptTargetInt, "neverInterceptTarget", false);
 }