Traitor probability selection instead of separate traitor mode, stopping water ambience on round end, lobby sync after client has verified connection, WIP shiftsummary in multiplayer, "cleanbuild" command in debugconsole

This commit is contained in:
Regalis
2016-01-07 23:25:11 +02:00
parent e102154f5f
commit 03f569b161
19 changed files with 273 additions and 140 deletions
@@ -18,6 +18,8 @@ namespace Barotrauma
private Submarine submarine;
public CrewManager CrewManager;
private ShiftSummary shiftSummary;
public Mission Mission
{
@@ -54,6 +56,11 @@ namespace Barotrauma
get { return saveFile; }
}
public ShiftSummary ShiftSummary
{
get { return shiftSummary; }
}
public GameSession(Submarine submarine, string saveFile, GameModePreset gameModePreset = null)
{
GameMain.GameSession = this;
@@ -119,6 +126,8 @@ namespace Barotrauma
if (Mission!=null) Mission.Start(Level.Loaded);
shiftSummary = new ShiftSummary(this);
if (gameMode!=null) gameMode.Start();
TaskManager.StartShift(level);
@@ -139,6 +148,12 @@ namespace Barotrauma
GameMain.LobbyScreen.Select();
}
GUIFrame summaryFrame = shiftSummary.CreateSummaryFrame(endMessage);
GUIMessageBox.MessageBoxes.Enqueue(summaryFrame);
var okButton = new GUIButton(new Rectangle(0, 0, 100, 30), "Ok", Alignment.BottomRight, GUI.Style, summaryFrame.children[0]);
okButton.OnClicked = (GUIButton button, object obj) => { GUIMessageBox.MessageBoxes.Dequeue(); return true; };
TaskManager.EndShift();
//gameMode.End();