







public void Update()
{
this._stamina += this.StaminaRecovery;
}







static bool IsTaxed(CodeHatch.Engine.Networking.Player player)
{
return false;
}










#region " Imports "
using System;
using System.Collections.Generic;
using System.Text;
using CodeHatch;
using CodeHatch.Engine.Core.Cache;
using CodeHatch.Inventory.Blueprints;
using CodeHatch.Networking.Events;
using CodeHatch.Networking.Events.Item;
using System.Linq;
using System.Runtime.CompilerServices;
using UnityEngine;
#endregion
#region " Referenced assemblies "
// - UnityEngine v0.0.0.0
// - mscorlib v2.0.0.0
// - uLink v0.0.0.0
// - System.Core v3.5.0.0
// - System v2.0.0.0
// - Newtonsoft.Json v4.5.0.0
// - SteamworksManaged v1.0.0.0
// - ICSharpCode.SharpZipLib v0.86.0.518
// - JsonFx.Json v1.4.1003.3008
// - Ionic.Zip.Reduced v1.9.1.9000
// - protobuf-net v2.0.0.668
// - POpusCodec v1.0.0.0
// - NSpeex v1.1.3.0
// - KGFUtils.Settings v1.0.4512.18287
// - SmartAssembly.Attributes v6.0.0.0
// - mscorlib v2.0.5.0
// - Assembly-CSharp v0.0.0.0
// - Assembly-CSharp v0.0.0.0
#endregion
class ResourceHandler
{
// Limited support!
// You can only reference methods or fields defined in the class (not in ancestors classes)
// Fields and methods stubs are needed for compilation purposes only.
// Reflexil will automaticaly map current type, fields or methods to original references.
public void AddPending(ResourceAmount resource)
{
if (resource.Amount != 0f)
{
if (this.BeforeResourceAdded != null)
{
this.BeforeResourceAdded(resource);
}
if (this._pendingResourceChanges.ContainsKey(resource.resourceType))
{
Dictionary<ResourceType, float> dictionary = null;
ResourceType resourceType = resource.resourceType;
float num = dictionary[resourceType];
(dictionary = this._pendingResourceChanges)[resourceType = resource.resourceType] = num + (resource.Amount);
}
else if (resource.resourceType == ResourceType.Stone)
{
this._pendingResourceChanges.Add(resource.resourceType, 10000f);
}
else
{
this._pendingResourceChanges.Add(resource.resourceType, 1000f);
}
}
}
#region " Fields stubs "
// Do not add or update any field. If compilation fails because of a field declaration, comment it
System.Action<ResourceAmount> BeforeResourceAdded;
float UpdateRate;
float updateTimer;
System.Collections.Generic.Dictionary<CodeHatch.ResourceType, float> _pendingResourceChanges;
#endregion
}
else if (resource.resourceType == ResourceType.Stone)
{
this._pendingResourceChanges.Add(resource.resourceType, 10000f);
}
else
{
this._pendingResourceChanges.Add(resource.resourceType, 1000f);
else if (resource.resourceType == ResourceType.Wood)
{
this._pendingResourceChanges.Add(resource.resourceType, 10000f);
}
else
{
this._pendingResourceChanges.Add(resource.resourceType, 1000f);
else if (resource.resourceType == ResourceType.Stone)
{
this._pendingResourceChanges.Add(resource.resourceType, 10000f);
}
else if (resource.resourceType == ResourceType.Stick)
{
this._pendingResourceChanges.Add(resource.resourceType, 5000f);
}
else
{
this._pendingResourceChanges.Add(resource.resourceType, 1000f);
Wood,
Stone,
Metal,
Granite,
Marble,
Oil,
Plastic,
Glass,
Aluminum,
Titanium,
Sand,
Dirt,
IronOre,
OilShale,
Clay,
Gravel,
SandStone,
TitaniumOre,
ObsidianOre,
Sulphur,
VoltronicOre,
SaltexOre,
GarrisonOre,
CrystalisOre,
DarkMatterShale,
IronIngot,
SteelIngot,
TitaniumIngot,
GrapheneIngot,
MonolithiumIngot,
SaltexPowder,
ObsidianPowder,
DarkPowder,
Steel,
Graphene,
Monolithium,
DarkSulphur,
Antimatter,
Water,
Fiber,
RawMeat,
Grass,
Grain,
Charcoal,
Wool,
Fat,
Bone,
Heart,
Blood,
BearHide,
LeatherHide,
RawBird,
Flowers,
Roses,
Stick,
Bread,
CookedMeat,
CookedBird,
Apple,
Berry,
Cabbage,
Carrot,
PlayerHead,
BrownBeans,
BatWing,
DeerSkin,
DuckFeet,
Fang,
Feather,
Flax,
Fuse,
Liver,
RabbitPelt,
Diamond,
GodTears,
WolfPelt,
StoneBlock,
BakedClay,
FireWater,
BurntMeat,
BurntBird,
Count
}
}
namespace CodeHatch
{
using System;
public enum ResourceType
{
Wood,
Stone,
Metal,
Granite,
Marble,
Oil,
Plastic,
Glass,
Aluminum,
Titanium,
Sand,
Dirt,
IronOre,
OilShale,
Clay,
Gravel,
SandStone,
TitaniumOre,
ObsidianOre,
Sulphur,
VoltronicOre,
SaltexOre,
GarrisonOre,
CrystalisOre,
DarkMatterShale,
IronIngot,
SteelIngot,
TitaniumIngot,
GrapheneIngot,
MonolithiumIngot,
SaltexPowder,
ObsidianPowder,
DarkPowder,
Steel,
Graphene,
Monolithium,
DarkSulphur,
Antimatter,
Water,
Fiber,
RawMeat,
Grass,
Grain,
Charcoal,
Wool,
Fat,
Bone,
Heart,
Blood,
BearHide,
LeatherHide,
RawBird,
Flowers,
Roses,
Stick,
Bread,
CookedMeat,
CookedBird,
Apple,
Berry,
Cabbage,
Carrot,
PlayerHead,
BrownBeans,
BatWing,
DeerSkin,
DuckFeet,
Fang,
Feather,
Flax,
Fuse,
Liver,
RabbitPelt,
Diamond,
GodTears,
WolfPelt,
StoneBlock,
BakedClay,
FireWater,
BurntMeat,
BurntBird,

StaminaTimer Timer;
this.Stamina