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)); } }
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*/; } }