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AIWork_Lumberjack.cs
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using
System;
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// Token: 0x02000211 RID: 529
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public
class
AIWork_Lumberjack
:
AIWork
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{
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// Token: 0x170003E3 RID: 995
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// (get) Token: 0x06000F1A RID: 3866 RVA: 0x0006EDA3 File Offset: 0x0006CFA3
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public
override
int
destDist
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{
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get
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{
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return
1;
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}
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}
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// Token: 0x06000F1B RID: 3867 RVA: 0x0006EDA6 File Offset: 0x0006CFA6
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public
override
bool
FuncWorkPoint(
Point
p)
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{
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GrowSystem
growth = p.growth;
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return
growth !=
null
&& growth.IsTree;
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}
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// Token: 0x06000F1C RID: 3868 RVA: 0x0006EDB9 File Offset: 0x0006CFB9
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public
override
AIAct
GetWork(
Point
p)
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{
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GrowSystem
growth = p.growth;
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if
(growth !=
null
&& !growth.IsTree)
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{
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return
null
;
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}
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return
this.CreateProgress();
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}
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// Token: 0x06000F1D RID: 3869 RVA: 0x0006EDDA File Offset: 0x0006CFDA
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public
override
void
OnCreateProgress(
Progress_Custom
p)
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{
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p.onProgress = delegate(
Progress_Custom
_p)
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{
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this.owner.PlaySound(
EClass
.sources.things.map[
"log"
].DefaultMaterial.GetSoundImpact(
null
), 1f,
true
);
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};
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}
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// Token: 0x06000F1E RID: 3870 RVA: 0x0006EDEE File Offset: 0x0006CFEE
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public
override
void
OnPerformWork(
bool
realtime)
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{
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}
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}
AIAct
Definition
AIAct.cs:7
AIWork_Lumberjack
Definition
AIWork_Lumberjack.cs:5
AIWork
Definition
AIWork.cs:6
EClass
Definition
EClass.cs:7
GrowSystem
Definition
GrowSystem.cs:6
Point
Definition
Point.cs:11
Progress_Custom
Definition
Progress_Custom.cs:5
Elin
AIWork_Lumberjack.cs
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