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本帖最后由 瘸腿大象 于 2017-1-15 11:24 编辑
TheAwakening.Settlement.MAX_BUILDING_COUNT : Int32
Used By
SettlementOverview.RefreshScreen() : Void
TheAwakening.DynamicUIItem+<SetItem>c__AnonStorey11E.<>m__1C7() : Void
TheAwakening.Settlement..cctor()
TheAwakening.Settlement.CanBuildBuildings(Int32) : Boolean 改这里就能超数量建造
Depends On
Used By
TheAwakening.DynamicUIItem+<SetItem>c__AnonStorey11E.<>m__1C5() : Void 改这里,在现实难度才能重复造相同建筑
TheAwakening.DynamicUIItem+<SetItem>c__AnonStorey120.<>m__1D0() : Void
Assigned By
TheAwakening.Settlement..cctor()
static Settlement()
{
settlements = new List<Settlement>();
staticSettlements = new List<Settlement>();
MAX_BUILDING_COUNT = 10;
}
public bool CanBuildBuildings(int count) =>
((this.BuildingCount() + count) <= MAX_BUILDING_COUNT);
internal void <>m__1C5()
{
if (((this.settlement != null) && (this.<>f__ref$288.item.recipe.Get() != null)) && ((this.<>f__ref$288.item.recipe.Get().itemAtributes.FindIndex(o => o.tag == this.b) > -1) && (Difficulty.GetDifficultyFor(DifficultyOptions.Realism) > 0)))
{
GenericPopup.Open("UI_WARNING", "UI_REALISM_BUILDING_FORBID", string.Empty, null, string.Empty, null, "UI_CLOSE", null);
}
else if (((this.settlement != null) && (this.<>f__ref$288.item.recipe.Get() != null)) && ((this.<>f__ref$288.item.recipe.Get().itemAtributes.FindIndex(o => o.tag == this.b) > -1) && !this.settlement.CanBuildBuildings(1)))
{
GenericPopup.Open("UI_WARNING", "UI_NO_BUILDING_SLOTS", string.Empty, null, string.Empty, null, "UI_CLOSE", null);
}
else
{
this.<>f__ref$288.item.IncreaseCount();
HoneyEvent<object> args = new HoneyEvent<object>(this.<>f__ref$288.item);
MHEventSystem.TriggerEvent(MHEvent.Name.UI_DYNAMIC_ITEM_CHANGED, this.<>f__ref$288.go, args);
}
}
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