public static IEnumerable <Blueprint_Build> PlaceBlueprints(IntVec3 placeCenter, Map map, Faction placeFaction, float points) { SiegeBlueprintPlacer.center = placeCenter; SiegeBlueprintPlacer.faction = placeFaction; using (IEnumerator <Blueprint_Build> enumerator = SiegeBlueprintPlacer.PlaceSandbagBlueprints(map).GetEnumerator()) { if (enumerator.MoveNext()) { Blueprint_Build blue2 = enumerator.Current; yield return(blue2); /*Error: Unable to find new state assignment for yield return*/; } } using (IEnumerator <Blueprint_Build> enumerator2 = SiegeBlueprintPlacer.PlaceArtilleryBlueprints(points, map).GetEnumerator()) { if (enumerator2.MoveNext()) { Blueprint_Build blue = enumerator2.Current; yield return(blue); /*Error: Unable to find new state assignment for yield return*/; } } yield break; IL_0166: /*Error near IL_0167: Unexpected return in MoveNext()*/; }
public static IEnumerable <Blueprint_Build> PlaceBlueprints(IntVec3 placeCenter, Map map, Faction placeFaction, float points) { SiegeBlueprintPlacer.center = placeCenter; SiegeBlueprintPlacer.faction = placeFaction; foreach (Blueprint_Build blue in SiegeBlueprintPlacer.PlaceSandbagBlueprints(map)) { yield return(blue); } foreach (Blueprint_Build blue2 in SiegeBlueprintPlacer.PlaceArtilleryBlueprints(points, map)) { yield return(blue2); } }
public bool MoveNext() { uint num = (uint)this.$PC; this.$PC = -1; bool flag = false; switch (num) { case 0u: SiegeBlueprintPlacer.center = placeCenter; SiegeBlueprintPlacer.faction = placeFaction; enumerator = SiegeBlueprintPlacer.PlaceSandbagBlueprints(map).GetEnumerator(); num = 4294967293u; break; case 1u: break; case 2u: goto IL_E9; default: return(false); } try { switch (num) { } if (enumerator.MoveNext()) { blue = enumerator.Current; this.$current = blue; if (!this.$disposing) { this.$PC = 1; } flag = true; return(true); } } finally { if (!flag) { if (enumerator != null) { enumerator.Dispose(); } } } enumerator2 = SiegeBlueprintPlacer.PlaceArtilleryBlueprints(points, map).GetEnumerator(); num = 4294967293u; try { IL_E9: switch (num) { } if (enumerator2.MoveNext()) { blue2 = enumerator2.Current; this.$current = blue2; if (!this.$disposing) { this.$PC = 2; } flag = true; return(true); } } finally { if (!flag) { if (enumerator2 != null) { enumerator2.Dispose(); } } } this.$PC = -1; return(false); }