public bool MoveNext()
            {
                uint num = (uint)this.$PC;

                this.$PC = -1;
                switch (num)
                {
                case 0u:
                    mapParent = (this.parent as MapParent);
                    if (mapParent.HasMap && mapParent.Faction == Faction.OfPlayer)
                    {
                        this.$current = SettlementAbandonUtility.AbandonCommand(mapParent);
                        if (!this.$disposing)
                        {
                            this.$PC = 1;
                        }
                        return(true);
                    }
                    break;

                case 1u:
                    break;

                default:
                    return(false);
                }
                this.$PC = -1;
                return(false);
            }
        public override IEnumerable <Gizmo> GetGizmos()
        {
            MapParent mapParent = parent as MapParent;

            if (mapParent.HasMap && mapParent.Faction == Faction.OfPlayer)
            {
                yield return(SettlementAbandonUtility.AbandonCommand(mapParent));
            }
        }
示例#3
0
        public override IEnumerable <Gizmo> GetGizmos()
        {
            MapParent mapParent = parent as MapParent;

            if (mapParent.HasMap && mapParent.Faction == Faction.OfPlayer)
            {
                yield return((Gizmo)SettlementAbandonUtility.AbandonCommand(mapParent));

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