Unstable v0.1300.0.0 (February 19th 2021)
This commit is contained in:
@@ -59,13 +59,16 @@ namespace Barotrauma
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public override void ShowStartMessage()
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{
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if (Mission == null) return;
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new GUIMessageBox(Mission.Name, Mission.Description, new string[0], type: GUIMessageBox.Type.InGame, icon: Mission.Prefab.Icon)
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foreach (Mission mission in Missions)
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{
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IconColor = Mission.Prefab.IconColor,
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UserData = "missionstartmessage"
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};
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new GUIMessageBox(
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mission.Prefab.IsSideObjective ? TextManager.AddPunctuation(':', TextManager.Get("sideobjective"), mission.Name) : mission.Name,
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mission.Description, new string[0], type: GUIMessageBox.Type.InGame, icon: mission.Prefab.Icon)
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{
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IconColor = mission.Prefab.IconColor,
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UserData = "missionstartmessage"
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};
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}
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}
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/// <summary>
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@@ -158,7 +161,8 @@ namespace Barotrauma
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case TransitionType.ProgressToNextEmptyLocation:
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if (Level.Loaded.EndOutpost == null || !Level.Loaded.EndOutpost.DockedTo.Contains(leavingSub))
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{
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buttonText = TextManager.GetWithVariable("EnterLocation", "[locationname]", Level.Loaded.EndLocation?.Name ?? "[ERROR]");
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string textTag = availableTransition == TransitionType.ProgressToNextLocation ? "EnterLocation" : "EnterEmptyLocation";
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buttonText = TextManager.GetWithVariable(textTag, "[locationname]", Level.Loaded.EndLocation?.Name ?? "[ERROR]");
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endRoundButton.Visible = !ForceMapUI && !ShowCampaignUI;
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}
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break;
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@@ -170,7 +174,8 @@ namespace Barotrauma
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case TransitionType.ReturnToPreviousEmptyLocation:
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if (Level.Loaded.StartOutpost == null || !Level.Loaded.StartOutpost.DockedTo.Contains(leavingSub))
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{
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buttonText = TextManager.GetWithVariable("EnterLocation", "[locationname]", Level.Loaded.StartLocation?.Name ?? "[ERROR]");
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string textTag = availableTransition == TransitionType.ReturnToPreviousLocation ? "EnterLocation" : "EnterEmptyLocation";
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buttonText = TextManager.GetWithVariable(textTag, "[locationname]", Level.Loaded.StartLocation?.Name ?? "[ERROR]");
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endRoundButton.Visible = !ForceMapUI && !ShowCampaignUI;
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}
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+14
-8
@@ -450,7 +450,7 @@ namespace Barotrauma
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{
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if (mb is GUIMessageBox msgBox)
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{
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if (mb.UserData is Pair<string, ushort> pair && pair.First.Equals("conversationaction", StringComparison.OrdinalIgnoreCase))
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if (ReadyCheck.IsReadyCheck(mb) || mb.UserData is Pair<string, ushort> pair && pair.First.Equals("conversationaction", StringComparison.OrdinalIgnoreCase))
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{
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msgBox.Close();
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}
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@@ -711,13 +711,20 @@ namespace Barotrauma
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DebugConsole.ThrowError($"Error when receiving campaign data from the server: mission prefab \"{availableMission.First}\" not found.");
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continue;
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}
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if (availableMission.Second < 0 || availableMission.Second >= campaign.Map.CurrentLocation.Connections.Count)
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if (availableMission.Second == 255)
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{
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DebugConsole.ThrowError($"Error when receiving campaign data from the server: connection index for mission \"{availableMission.First}\" out of range (index: {availableMission.Second}, current location: {campaign.Map.CurrentLocation.Name}, connections: {campaign.Map.CurrentLocation.Connections.Count}).");
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continue;
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campaign.Map.CurrentLocation.UnlockMission(missionPrefab);
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}
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else
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{
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if (availableMission.Second < 0 || availableMission.Second >= campaign.Map.CurrentLocation.Connections.Count)
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{
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DebugConsole.ThrowError($"Error when receiving campaign data from the server: connection index for mission \"{availableMission.First}\" out of range (index: {availableMission.Second}, current location: {campaign.Map.CurrentLocation.Name}, connections: {campaign.Map.CurrentLocation.Connections.Count}).");
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continue;
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}
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LocationConnection connection = campaign.Map.CurrentLocation.Connections[availableMission.Second];
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campaign.Map.CurrentLocation.UnlockMission(missionPrefab, connection);
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}
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LocationConnection connection = campaign.Map.CurrentLocation.Connections[availableMission.Second];
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campaign.Map.CurrentLocation.UnlockMission(missionPrefab, connection);
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}
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GameMain.NetLobbyScreen.ToggleCampaignMode(true);
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@@ -812,8 +819,7 @@ namespace Barotrauma
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return;
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}
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Load(doc.Root.Element("MultiPlayerCampaign"));
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SubmarineInfo selectedSub;
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GameMain.GameSession.OwnedSubmarines = SaveUtil.LoadOwnedSubmarines(doc, out selectedSub);
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GameMain.GameSession.OwnedSubmarines = SaveUtil.LoadOwnedSubmarines(doc, out SubmarineInfo selectedSub);
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GameMain.GameSession.SubmarineInfo = selectedSub;
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}
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}
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+12
-8
@@ -11,6 +11,8 @@ namespace Barotrauma
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{
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class SinglePlayerCampaign : CampaignMode
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{
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public const int MinimumInitialMoney = 0;
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public override bool Paused
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{
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get { return ForceMapUI || CoroutineManager.IsCoroutineRunning("LevelTransition") || ShowCampaignUI && CampaignUI.SelectedTab == InteractionType.Map; }
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@@ -20,7 +22,7 @@ namespace Barotrauma
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{
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if (CoroutineManager.IsCoroutineRunning("LevelTransition") || CoroutineManager.IsCoroutineRunning("SubmarineTransition") || gameOver) { return; }
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if (PlayerInput.RightButtonClicked() ||
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if (PlayerInput.SecondaryMouseButtonClicked() ||
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PlayerInput.KeyHit(Microsoft.Xna.Framework.Input.Keys.Escape))
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{
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ShowCampaignUI = false;
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@@ -105,7 +107,6 @@ namespace Barotrauma
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}
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CampaignMetadata ??= new CampaignMetadata(this);
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UpgradeManager ??= new UpgradeManager(this);
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InitCampaignData();
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@@ -113,6 +114,9 @@ namespace Barotrauma
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InitUI();
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Money = element.GetAttributeInt("money", 0);
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PurchasedLostShuttles = element.GetAttributeBool("purchasedlostshuttles", false);
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PurchasedHullRepairs = element.GetAttributeBool("purchasedhullrepairs", false);
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PurchasedItemRepairs = element.GetAttributeBool("purchaseditemrepairs", false);
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CheatsEnabled = element.GetAttributeBool("cheatsenabled", false);
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if (CheatsEnabled)
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{
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@@ -137,7 +141,7 @@ namespace Barotrauma
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/// <summary>
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/// Start a completely new single player campaign
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/// </summary>
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public static SinglePlayerCampaign StartNew(string mapSeed)
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public static SinglePlayerCampaign StartNew(string mapSeed, SubmarineInfo selectedSub)
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{
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var campaign = new SinglePlayerCampaign(mapSeed);
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return campaign;
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@@ -368,9 +372,6 @@ namespace Barotrauma
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SoundPlayer.OverrideMusicDuration = 18.0f;
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crewDead = false;
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LevelData lvlData = GameMain.GameSession.LevelData;
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bool beaconActive = GameMain.GameSession.Level.CheckBeaconActive();
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GameMain.GameSession.EndRound("", traitorResults, transitionType);
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var continueButton = GameMain.GameSession.RoundSummary?.ContinueButton;
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RoundSummary roundSummary = null;
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@@ -455,8 +456,6 @@ namespace Barotrauma
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}
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}
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lvlData.IsBeaconActive = beaconActive;
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SaveUtil.SaveGame(GameMain.GameSession.SavePath);
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}
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else
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@@ -526,6 +525,8 @@ namespace Barotrauma
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if (CoroutineManager.IsCoroutineRunning("LevelTransition") || CoroutineManager.IsCoroutineRunning("SubmarineTransition") || gameOver) { return; }
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base.Update(deltaTime);
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Map?.Radiation.UpdateRadiation(deltaTime);
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if (PlayerInput.SecondaryMouseButtonClicked() ||
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PlayerInput.KeyHit(Microsoft.Xna.Framework.Input.Keys.Escape))
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@@ -699,6 +700,9 @@ namespace Barotrauma
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{
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XElement modeElement = new XElement("SinglePlayerCampaign",
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new XAttribute("money", Money),
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new XAttribute("purchasedlostshuttles", PurchasedLostShuttles),
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new XAttribute("purchasedhullrepairs", PurchasedHullRepairs),
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new XAttribute("purchaseditemrepairs", PurchasedItemRepairs),
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new XAttribute("cheatsenabled", CheatsEnabled));
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//save and remove all items that are in someone's inventory so they don't get included in the sub file as well
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@@ -39,6 +39,10 @@ namespace Barotrauma
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base.Start();
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CrewManager.InitSinglePlayerRound();
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foreach (Submarine submarine in Submarine.Loaded)
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{
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submarine.NeutralizeBallast();
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}
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if (SpawnOutpost)
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{
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+9
-6
@@ -182,7 +182,7 @@ namespace Barotrauma.Tutorials
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+ " Equip a screwdriver by pulling it to either of the slots with a hand symbol, and then use it on the terminal by left clicking.");
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while (Controlled.SelectedConstruction != steering.Item ||
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Controlled.SelectedItems.FirstOrDefault(i => i != null && i.Prefab.Identifier == "screwdriver") == null)
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Controlled.HeldItems.FirstOrDefault(i => i.Prefab.Identifier == "screwdriver") == null)
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{
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yield return Controlled.IsDead ? CoroutineStatus.Success : CoroutineStatus.Running;
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}
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@@ -203,16 +203,16 @@ namespace Barotrauma.Tutorials
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while ((Controlled.SelectedConstruction != junctionBox.Item &&
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Controlled.SelectedConstruction != steering.Item) ||
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Controlled.SelectedItems.FirstOrDefault(i => i != null && i.Prefab.Identifier == "screwdriver") == null)
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!Controlled.HeldItems.Any(i => i.Prefab.Identifier == "screwdriver"))
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{
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yield return Controlled.IsDead ? CoroutineStatus.Success : CoroutineStatus.Running;
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}
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if (Controlled.SelectedItems.FirstOrDefault(i => i != null && i.GetComponent<Wire>() != null) == null)
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if (!Controlled.HeldItems.Any(i => i.GetComponent<Wire>() != null))
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{
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infoBox = CreateInfoFrame("", "Equip the wire by dragging it to one of the slots with a hand symbol.");
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while (Controlled.SelectedItems.FirstOrDefault(i => i != null && i.GetComponent<Wire>() != null) == null)
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while (!Controlled.HeldItems.Any(i => i.GetComponent<Wire>() != null))
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{
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yield return Controlled.IsDead ? CoroutineStatus.Success : CoroutineStatus.Running;
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}
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@@ -501,7 +501,7 @@ namespace Barotrauma.Tutorials
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do
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{
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var weldingTool = Controlled.Inventory.Items.FirstOrDefault(i => i != null && i.Prefab.Identifier == "weldingtool");
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var weldingTool = Controlled.Inventory.FindItemByIdentifier("weldingtool");
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if (weldingTool != null &&
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weldingTool.ContainedItems.FirstOrDefault(contained => contained != null && contained.Prefab.Identifier == "weldingfueltank") != null) break;
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@@ -661,7 +661,10 @@ namespace Barotrauma.Tutorials
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//TODO: reimplement
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//enemy.Health = 50.0f;
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enemy.AIController.State = AIState.Idle;
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if (enemy.AIController is EnemyAIController enemyAI)
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{
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enemyAI.State = AIState.Idle;
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}
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Vector2 targetPos = Character.Controlled.WorldPosition + new Vector2(0.0f, 3000.0f);
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+4
-4
@@ -101,7 +101,7 @@ namespace Barotrauma.Tutorials
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tutorial_submarineDoorLight = Item.ItemList.Find(i => i.HasTag("tutorial_submarinedoorlight")).GetComponent<LightComponent>();
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var medicInfo = new CharacterInfo(CharacterPrefab.HumanSpeciesName, "", JobPrefab.Get("medicaldoctor"));
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captain_medic = Character.Create(medicInfo, captain_medicSpawnPos, "medicaldoctor");
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captain_medic.TeamID = Character.TeamType.Team1;
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captain_medic.TeamID = CharacterTeamType.Team1;
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captain_medic.GiveJobItems(null);
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captain_medic.CanSpeak = captain_medic.AIController.Enabled = false;
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SetDoorAccess(tutorial_submarineDoor, tutorial_submarineDoorLight, false);
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@@ -124,17 +124,17 @@ namespace Barotrauma.Tutorials
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var mechanicInfo = new CharacterInfo(CharacterPrefab.HumanSpeciesName, "", JobPrefab.Get("mechanic"));
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captain_mechanic = Character.Create(mechanicInfo, WayPoint.GetRandom(SpawnType.Human, mechanicInfo.Job, Submarine.MainSub).WorldPosition, "mechanic");
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captain_mechanic.TeamID = Character.TeamType.Team1;
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captain_mechanic.TeamID = CharacterTeamType.Team1;
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captain_mechanic.GiveJobItems();
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var securityInfo = new CharacterInfo(CharacterPrefab.HumanSpeciesName, "", JobPrefab.Get("securityofficer"));
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captain_security = Character.Create(securityInfo, WayPoint.GetRandom(SpawnType.Human, securityInfo.Job, Submarine.MainSub).WorldPosition, "securityofficer");
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captain_security.TeamID = Character.TeamType.Team1;
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captain_security.TeamID = CharacterTeamType.Team1;
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captain_security.GiveJobItems();
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var engineerInfo = new CharacterInfo(CharacterPrefab.HumanSpeciesName, "", JobPrefab.Get("engineer"));
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captain_engineer = Character.Create(engineerInfo, WayPoint.GetRandom(SpawnType.Human, engineerInfo.Job, Submarine.MainSub).WorldPosition, "engineer");
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captain_engineer.TeamID = Character.TeamType.Team1;
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captain_engineer.TeamID = CharacterTeamType.Team1;
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captain_engineer.GiveJobItems();
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captain_mechanic.CanSpeak = captain_security.CanSpeak = captain_engineer.CanSpeak = false;
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+14
-14
@@ -80,34 +80,34 @@ namespace Barotrauma.Tutorials
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var assistantInfo = new CharacterInfo(CharacterPrefab.HumanSpeciesName, "", JobPrefab.Get("assistant"));
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patient1 = Character.Create(assistantInfo, patientHull1.WorldPosition, "1");
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patient1.TeamID = Character.TeamType.Team1;
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patient1.TeamID = CharacterTeamType.Team1;
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patient1.GiveJobItems(null);
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patient1.CanSpeak = false;
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patient1.AddDamage(patient1.WorldPosition, new List<Affliction>() { new Affliction(AfflictionPrefab.Burn, 45.0f) }, stun: 0, playSound: false);
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patient1.AddDamage(patient1.WorldPosition, new List<Affliction>() { new Affliction(AfflictionPrefab.Burn, 15.0f) }, stun: 0, playSound: false);
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patient1.AIController.Enabled = false;
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assistantInfo = new CharacterInfo(CharacterPrefab.HumanSpeciesName, "", JobPrefab.Get("assistant"));
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patient2 = Character.Create(assistantInfo, patientHull2.WorldPosition, "2");
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patient2.TeamID = Character.TeamType.Team1;
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patient2.TeamID = CharacterTeamType.Team1;
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patient2.GiveJobItems(null);
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patient2.CanSpeak = false;
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patient2.AIController.Enabled = false;
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var mechanicInfo = new CharacterInfo(CharacterPrefab.HumanSpeciesName, "", JobPrefab.Get("engineer"));
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var subPatient1 = Character.Create(mechanicInfo, WayPoint.GetRandom(SpawnType.Human, mechanicInfo.Job, Submarine.MainSub).WorldPosition, "3");
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subPatient1.TeamID = Character.TeamType.Team1;
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subPatient1.TeamID = CharacterTeamType.Team1;
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subPatient1.AddDamage(patient1.WorldPosition, new List<Affliction>() { new Affliction(AfflictionPrefab.Burn, 40.0f) }, stun: 0, playSound: false);
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subPatients.Add(subPatient1);
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var securityInfo = new CharacterInfo(CharacterPrefab.HumanSpeciesName, "", JobPrefab.Get("securityofficer"));
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var subPatient2 = Character.Create(securityInfo, WayPoint.GetRandom(SpawnType.Human, securityInfo.Job, Submarine.MainSub).WorldPosition, "3");
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subPatient2.TeamID = Character.TeamType.Team1;
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subPatient2.TeamID = CharacterTeamType.Team1;
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subPatient2.AddDamage(patient1.WorldPosition, new List<Affliction>() { new Affliction(AfflictionPrefab.InternalDamage, 40.0f) }, stun: 0, playSound: false);
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subPatients.Add(subPatient2);
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var engineerInfo = new CharacterInfo(CharacterPrefab.HumanSpeciesName, "", JobPrefab.Get("engineer"));
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var subPatient3 = Character.Create(securityInfo, WayPoint.GetRandom(SpawnType.Human, engineerInfo.Job, Submarine.MainSub).WorldPosition, "3");
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subPatient3.TeamID = Character.TeamType.Team1;
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subPatient3.TeamID = CharacterTeamType.Team1;
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subPatient3.AddDamage(patient1.WorldPosition, new List<Affliction>() { new Affliction(AfflictionPrefab.Burn, 20.0f) }, stun: 0, playSound: false);
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subPatients.Add(subPatient3);
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@@ -200,18 +200,18 @@ namespace Barotrauma.Tutorials
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do
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{
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for (int i = 0; i < doctor_suppliesCabinet.Inventory.Items.Length; i++)
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for (int i = 0; i < doctor_suppliesCabinet.Inventory.Capacity; i++)
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{
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if (doctor_suppliesCabinet.Inventory.Items[i] != null)
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if (doctor_suppliesCabinet.Inventory.GetItemAt(i) != null)
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{
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HighlightInventorySlot(doctor_suppliesCabinet.Inventory, i, highlightColor, .5f, .5f, 0f);
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}
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}
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if (doctor.SelectedConstruction == doctor_suppliesCabinet.Item)
|
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{
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for (int i = 0; i < doctor.Inventory.slots.Length; i++)
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for (int i = 0; i < doctor.Inventory.Capacity; i++)
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{
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if (doctor.Inventory.Items[i] == null) HighlightInventorySlot(doctor.Inventory, i, highlightColor, .5f, .5f, 0f);
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if (doctor.Inventory.GetItemAt(i) == null) { HighlightInventorySlot(doctor.Inventory, i, highlightColor, .5f, .5f, 0f); }
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}
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}
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yield return null;
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@@ -283,7 +283,7 @@ namespace Barotrauma.Tutorials
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doctor.RemoveActiveObjectiveEntity(patient1);
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TriggerTutorialSegment(3, GameMain.Config.KeyBindText(InputType.Command)); // Get the patient to medbay
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while (patient1.CurrentOrder == null || patient1.CurrentOrder.Identifier != "follow")
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while (patient1.GetCurrentOrderWithTopPriority()?.Order?.Identifier != "follow")
|
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{
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// TODO: Rework order highlighting for new command UI
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// GameMain.GameSession.CrewManager.HighlightOrderButton(patient1, "follow", highlightColor, new Vector2(5, 5));
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@@ -309,16 +309,16 @@ namespace Barotrauma.Tutorials
|
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{
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for (int i = 0; i < 3; i++)
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{
|
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if (doctor_medBayCabinet.Inventory.Items[i] != null)
|
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if (doctor_medBayCabinet.Inventory.GetItemAt(i) != null)
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{
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HighlightInventorySlot(doctor_medBayCabinet.Inventory, i, highlightColor, .5f, .5f, 0f);
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}
|
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}
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if (doctor.SelectedConstruction == doctor_medBayCabinet.Item)
|
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{
|
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for (int i = 0; i < doctor.Inventory.slots.Length; i++)
|
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for (int i = 0; i < doctor.Inventory.Capacity; i++)
|
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{
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if (doctor.Inventory.Items[i] == null) HighlightInventorySlot(doctor.Inventory, i, highlightColor, .5f, .5f, 0f);
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if (doctor.Inventory.GetItemAt(i) == null) { HighlightInventorySlot(doctor.Inventory, i, highlightColor, .5f, .5f, 0f); }
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}
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}
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yield return null;
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+8
-8
@@ -247,30 +247,30 @@ namespace Barotrauma.Tutorials
|
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if (!firstSlotRemoved)
|
||||
{
|
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HighlightInventorySlot(engineer_equipmentCabinet.Inventory, 0, highlightColor, .5f, .5f, 0f);
|
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if (engineer_equipmentCabinet.Inventory.Items[0] == null) firstSlotRemoved = true;
|
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if (engineer_equipmentCabinet.Inventory.GetItemAt(0) == null) { firstSlotRemoved = true; }
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}
|
||||
|
||||
if (!secondSlotRemoved)
|
||||
{
|
||||
HighlightInventorySlot(engineer_equipmentCabinet.Inventory, 1, highlightColor, .5f, .5f, 0f);
|
||||
if (engineer_equipmentCabinet.Inventory.Items[1] == null) secondSlotRemoved = true;
|
||||
if (engineer_equipmentCabinet.Inventory.GetItemAt(1) == null) { secondSlotRemoved = true; }
|
||||
}
|
||||
|
||||
if (!thirdSlotRemoved)
|
||||
{
|
||||
HighlightInventorySlot(engineer_equipmentCabinet.Inventory, 2, highlightColor, .5f, .5f, 0f);
|
||||
if (engineer_equipmentCabinet.Inventory.Items[2] == null) thirdSlotRemoved = true;
|
||||
if (engineer_equipmentCabinet.Inventory.GetItemAt(2) == null) { thirdSlotRemoved = true; }
|
||||
}
|
||||
|
||||
if (!fourthSlotRemoved)
|
||||
{
|
||||
HighlightInventorySlot(engineer_equipmentCabinet.Inventory, 3, highlightColor, .5f, .5f, 0f);
|
||||
if (engineer_equipmentCabinet.Inventory.Items[2] == null) fourthSlotRemoved = true;
|
||||
if (engineer_equipmentCabinet.Inventory.GetItemAt(2) == null) { fourthSlotRemoved = true; }
|
||||
}
|
||||
|
||||
for (int i = 0; i < engineer.Inventory.slots.Length; i++)
|
||||
for (int i = 0; i < engineer.Inventory.visualSlots.Length; i++)
|
||||
{
|
||||
if (engineer.Inventory.Items[i] == null) HighlightInventorySlot(engineer.Inventory, i, highlightColor, .5f, .5f, 0f);
|
||||
if (engineer.Inventory.GetItemAt(i) == null) { HighlightInventorySlot(engineer.Inventory, i, highlightColor, .5f, .5f, 0f); }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -299,12 +299,12 @@ namespace Barotrauma.Tutorials
|
||||
} while (!engineer_reactor.PowerOn);
|
||||
do
|
||||
{
|
||||
if (IsSelectedItem(engineer_reactor.Item) && engineer_reactor.Item.OwnInventory.slots != null)
|
||||
if (IsSelectedItem(engineer_reactor.Item) && engineer_reactor.Item.OwnInventory.visualSlots != null)
|
||||
{
|
||||
engineer_reactor.AutoTemp = false;
|
||||
HighlightInventorySlot(engineer.Inventory, "fuelrod", highlightColor, 0.5f, 0.5f, 0f);
|
||||
|
||||
for (int i = 0; i < engineer_reactor.Item.OwnInventory.slots.Length; i++)
|
||||
for (int i = 0; i < engineer_reactor.Item.OwnInventory.visualSlots.Length; i++)
|
||||
{
|
||||
HighlightInventorySlot(engineer_reactor.Item.OwnInventory, i, highlightColor, 0.5f, 0.5f, 0f);
|
||||
}
|
||||
|
||||
+33
-35
@@ -165,21 +165,23 @@ namespace Barotrauma.Tutorials
|
||||
// Room 6
|
||||
mechanic_divingSuitObjectiveSensor = Item.ItemList.Find(i => i.HasTag("mechanic_divingsuitobjectivesensor")).GetComponent<MotionSensor>();
|
||||
mechanic_divingSuitContainer = Item.ItemList.Find(i => i.HasTag("mechanic_divingsuitcontainer")).GetComponent<ItemContainer>();
|
||||
for (int i = 0; i < mechanic_divingSuitContainer.Inventory.Items.Length; i++)
|
||||
foreach (Item item in mechanic_divingSuitContainer.Inventory.AllItems)
|
||||
{
|
||||
foreach (ItemComponent ic in mechanic_divingSuitContainer.Inventory.Items[i].Components)
|
||||
{
|
||||
ic.CanBePicked = true;
|
||||
}
|
||||
}
|
||||
mechanic_oxygenContainer = Item.ItemList.Find(i => i.HasTag("mechanic_oxygencontainer")).GetComponent<ItemContainer>();
|
||||
for (int i = 0; i < mechanic_oxygenContainer.Inventory.Items.Length; i++)
|
||||
{
|
||||
foreach (ItemComponent ic in mechanic_oxygenContainer.Inventory.Items[i].Components)
|
||||
foreach (ItemComponent ic in item.Components)
|
||||
{
|
||||
ic.CanBePicked = true;
|
||||
}
|
||||
}
|
||||
|
||||
mechanic_oxygenContainer = Item.ItemList.Find(i => i.HasTag("mechanic_oxygencontainer")).GetComponent<ItemContainer>();
|
||||
foreach (Item item in mechanic_oxygenContainer.Inventory.AllItems)
|
||||
{
|
||||
foreach (ItemComponent ic in item.Components)
|
||||
{
|
||||
ic.CanBePicked = true;
|
||||
}
|
||||
}
|
||||
|
||||
tutorial_mechanicFinalDoor = Item.ItemList.Find(i => i.HasTag("tutorial_mechanicfinaldoor")).GetComponent<Door>();
|
||||
tutorial_mechanicFinalDoorLight = Item.ItemList.Find(i => i.HasTag("tutorial_mechanicfinaldoorlight")).GetComponent<LightComponent>();
|
||||
|
||||
@@ -266,24 +268,24 @@ namespace Barotrauma.Tutorials
|
||||
if (!firstSlotRemoved)
|
||||
{
|
||||
HighlightInventorySlot(mechanic_equipmentCabinet.Inventory, 0, highlightColor, .5f, .5f, 0f);
|
||||
if (mechanic_equipmentCabinet.Inventory.Items[0] == null) firstSlotRemoved = true;
|
||||
if (mechanic_equipmentCabinet.Inventory.GetItemAt(0) == null) { firstSlotRemoved = true; }
|
||||
}
|
||||
|
||||
if (!secondSlotRemoved)
|
||||
{
|
||||
HighlightInventorySlot(mechanic_equipmentCabinet.Inventory, 1, highlightColor, .5f, .5f, 0f);
|
||||
if (mechanic_equipmentCabinet.Inventory.Items[1] == null) secondSlotRemoved = true;
|
||||
if (mechanic_equipmentCabinet.Inventory.GetItemAt(1) == null) { secondSlotRemoved = true; }
|
||||
}
|
||||
|
||||
if (!thirdSlotRemoved)
|
||||
{
|
||||
HighlightInventorySlot(mechanic_equipmentCabinet.Inventory, 2, highlightColor, .5f, .5f, 0f);
|
||||
if (mechanic_equipmentCabinet.Inventory.Items[2] == null) thirdSlotRemoved = true;
|
||||
if (mechanic_equipmentCabinet.Inventory.GetItemAt(2) == null) { thirdSlotRemoved = true; }
|
||||
}
|
||||
|
||||
for (int i = 0; i < mechanic.Inventory.slots.Length; i++)
|
||||
for (int i = 0; i < mechanic.Inventory.Capacity; i++)
|
||||
{
|
||||
if (mechanic.Inventory.Items[i] == null) HighlightInventorySlot(mechanic.Inventory, i, highlightColor, .5f, .5f, 0f);
|
||||
if (mechanic.Inventory.GetItemAt(i) == null) { HighlightInventorySlot(mechanic.Inventory, i, highlightColor, .5f, .5f, 0f); }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -355,16 +357,16 @@ namespace Barotrauma.Tutorials
|
||||
{
|
||||
if (mechanic.SelectedConstruction == mechanic_craftingCabinet.Item)
|
||||
{
|
||||
for (int i = 0; i < mechanic.Inventory.slots.Length; i++)
|
||||
for (int i = 0; i < mechanic.Inventory.Capacity; i++)
|
||||
{
|
||||
if (mechanic.Inventory.Items[i] == null) HighlightInventorySlot(mechanic.Inventory, i, highlightColor, .5f, .5f, 0f);
|
||||
if (mechanic.Inventory.GetItemAt(i) == null) { HighlightInventorySlot(mechanic.Inventory, i, highlightColor, .5f, .5f, 0f); }
|
||||
}
|
||||
|
||||
if (mechanic.Inventory.FindItemByIdentifier("oxygentank") == null && mechanic.Inventory.FindItemByIdentifier("aluminium") == null)
|
||||
{
|
||||
for (int i = 0; i < mechanic_craftingCabinet.Inventory.Items.Length; i++)
|
||||
for (int i = 0; i < mechanic_craftingCabinet.Capacity; i++)
|
||||
{
|
||||
Item item = mechanic_craftingCabinet.Inventory.Items[i];
|
||||
Item item = mechanic_craftingCabinet.Inventory.GetItemAt(i);
|
||||
if (item != null && item.prefab.Identifier == "oxygentank")
|
||||
{
|
||||
HighlightInventorySlot(mechanic_craftingCabinet.Inventory, i, highlightColor, .5f, .5f, 0f);
|
||||
@@ -374,9 +376,9 @@ namespace Barotrauma.Tutorials
|
||||
|
||||
if (mechanic.Inventory.FindItemByIdentifier("sodium") == null)
|
||||
{
|
||||
for (int i = 0; i < mechanic_craftingCabinet.Inventory.Items.Length; i++)
|
||||
for (int i = 0; i < mechanic_craftingCabinet.Inventory.Capacity; i++)
|
||||
{
|
||||
Item item = mechanic_craftingCabinet.Inventory.Items[i];
|
||||
Item item = mechanic_craftingCabinet.Inventory.GetItemAt(i);
|
||||
if (item != null && item.prefab.Identifier == "sodium")
|
||||
{
|
||||
HighlightInventorySlot(mechanic_craftingCabinet.Inventory, i, highlightColor, .5f, .5f, 0f);
|
||||
@@ -408,9 +410,9 @@ namespace Barotrauma.Tutorials
|
||||
{
|
||||
HighlightInventorySlot(mechanic_deconstructor.OutputContainer.Inventory, "aluminium", highlightColor, .5f, .5f, 0f);
|
||||
|
||||
for (int i = 0; i < mechanic.Inventory.slots.Length; i++)
|
||||
for (int i = 0; i < mechanic.Inventory.Capacity; i++)
|
||||
{
|
||||
if (mechanic.Inventory.Items[i] == null) HighlightInventorySlot(mechanic.Inventory, i, highlightColor, .5f, .5f, 0f);
|
||||
if (mechanic.Inventory.GetItemAt(i) == null) { HighlightInventorySlot(mechanic.Inventory, i, highlightColor, .5f, .5f, 0f); }
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -418,14 +420,10 @@ namespace Barotrauma.Tutorials
|
||||
if (mechanic.Inventory.FindItemByIdentifier("oxygentank") != null && mechanic_deconstructor.InputContainer.Inventory.FindItemByIdentifier("oxygentank") == null)
|
||||
{
|
||||
HighlightInventorySlot(mechanic.Inventory, "oxygentank", highlightColor, .5f, .5f, 0f);
|
||||
|
||||
if (mechanic_deconstructor.InputContainer.Inventory.slots != null)
|
||||
for (int i = 0; i < mechanic_deconstructor.InputContainer.Inventory.Capacity; i++)
|
||||
{
|
||||
for (int i = 0; i < mechanic_deconstructor.InputContainer.Inventory.slots.Length; i++)
|
||||
{
|
||||
HighlightInventorySlot(mechanic_deconstructor.InputContainer.Inventory, i, highlightColor, .5f, .5f, 0f);
|
||||
}
|
||||
}
|
||||
HighlightInventorySlot(mechanic_deconstructor.InputContainer.Inventory, i, highlightColor, .5f, .5f, 0f);
|
||||
}
|
||||
}
|
||||
|
||||
if (mechanic_deconstructor.InputContainer.Inventory.FindItemByIdentifier("oxygentank") != null && !mechanic_deconstructor.IsActive)
|
||||
@@ -461,7 +459,7 @@ namespace Barotrauma.Tutorials
|
||||
{
|
||||
HighlightInventorySlot(mechanic_fabricator.OutputContainer.Inventory, "extinguisher", highlightColor, .5f, .5f, 0f);
|
||||
|
||||
/*for (int i = 0; i < mechanic.Inventory.slots.Length; i++)
|
||||
/*for (int i = 0; i < mechanic.Inventory.Capacity; i++)
|
||||
{
|
||||
if (mechanic.Inventory.Items[i] == null) HighlightInventorySlot(mechanic.Inventory, i, highlightColor, .5f, .5f, 0f);
|
||||
}*/
|
||||
@@ -478,12 +476,12 @@ namespace Barotrauma.Tutorials
|
||||
HighlightInventorySlot(mechanic.Inventory, "aluminium", highlightColor, .5f, .5f, 0f);
|
||||
HighlightInventorySlot(mechanic.Inventory, "sodium", highlightColor, .5f, .5f, 0f);
|
||||
|
||||
if (mechanic_fabricator.InputContainer.Inventory.Items[0] == null)
|
||||
if (mechanic_fabricator.InputContainer.Inventory.GetItemAt(0) == null)
|
||||
{
|
||||
HighlightInventorySlot(mechanic_fabricator.InputContainer.Inventory, 0, highlightColor, .5f, .5f, 0f);
|
||||
}
|
||||
|
||||
if (mechanic_fabricator.InputContainer.Inventory.Items[1] == null)
|
||||
if (mechanic_fabricator.InputContainer.Inventory.GetItemAt(1) == null)
|
||||
{
|
||||
HighlightInventorySlot(mechanic_fabricator.InputContainer.Inventory, 1, highlightColor, .5f, .5f, 0f);
|
||||
}
|
||||
@@ -524,9 +522,9 @@ namespace Barotrauma.Tutorials
|
||||
{
|
||||
if (IsSelectedItem(mechanic_divingSuitContainer.Item))
|
||||
{
|
||||
if (mechanic_divingSuitContainer.Inventory.slots != null)
|
||||
if (mechanic_divingSuitContainer.Inventory.visualSlots != null)
|
||||
{
|
||||
for (int i = 0; i < mechanic_divingSuitContainer.Inventory.slots.Length; i++)
|
||||
for (int i = 0; i < mechanic_divingSuitContainer.Inventory.Capacity; i++)
|
||||
{
|
||||
HighlightInventorySlot(mechanic_divingSuitContainer.Inventory, i, highlightColor, 0.5f, 0.5f, 0f);
|
||||
}
|
||||
|
||||
+17
-18
@@ -234,24 +234,24 @@ namespace Barotrauma.Tutorials
|
||||
if (!firstSlotRemoved)
|
||||
{
|
||||
HighlightInventorySlot(officer_equipmentCabinet.Inventory, 0, highlightColor, .5f, .5f, 0f);
|
||||
if (officer_equipmentCabinet.Inventory.Items[0] == null) firstSlotRemoved = true;
|
||||
if (officer_equipmentCabinet.Inventory.GetItemAt(0) == null) { firstSlotRemoved = true; }
|
||||
}
|
||||
|
||||
if (!secondSlotRemoved)
|
||||
{
|
||||
HighlightInventorySlot(officer_equipmentCabinet.Inventory, 1, highlightColor, .5f, .5f, 0f);
|
||||
if (officer_equipmentCabinet.Inventory.Items[1] == null) secondSlotRemoved = true;
|
||||
if (officer_equipmentCabinet.Inventory.GetItemAt(1) == null) { secondSlotRemoved = true; }
|
||||
}
|
||||
|
||||
if (!thirdSlotRemoved)
|
||||
{
|
||||
HighlightInventorySlot(officer_equipmentCabinet.Inventory, 2, highlightColor, .5f, .5f, 0f);
|
||||
if (officer_equipmentCabinet.Inventory.Items[2] == null) thirdSlotRemoved = true;
|
||||
if (officer_equipmentCabinet.Inventory.GetItemAt(2) == null) { thirdSlotRemoved = true; }
|
||||
}
|
||||
|
||||
for (int i = 0; i < officer.Inventory.slots.Length; i++)
|
||||
for (int i = 0; i < officer.Inventory.visualSlots.Length; i++)
|
||||
{
|
||||
if (officer.Inventory.Items[i] == null) HighlightInventorySlot(officer.Inventory, i, highlightColor, .5f, .5f, 0f);
|
||||
if (officer.Inventory.GetItemAt(i) == null) { HighlightInventorySlot(officer.Inventory, i, highlightColor, .5f, .5f, 0f); }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -298,7 +298,7 @@ namespace Barotrauma.Tutorials
|
||||
TriggerTutorialSegment(3); // Arm coilgun
|
||||
do
|
||||
{
|
||||
SetHighlight(officer_coilgunLoader.Item, officer_coilgunLoader.Inventory.Items[0] == null || officer_coilgunLoader.Inventory.Items[0].Condition == 0);
|
||||
SetHighlight(officer_coilgunLoader.Item, officer_coilgunLoader.Inventory.GetItemAt(0) == null || officer_coilgunLoader.Inventory.GetItemAt(0).Condition == 0);
|
||||
HighlightInventorySlot(officer_coilgunLoader.Inventory, 0, highlightColor, .5f, .5f, 0f);
|
||||
SetHighlight(officer_superCapacitor.Item, officer_superCapacitor.RechargeSpeed < superCapacitorRechargeRate);
|
||||
SetHighlight(officer_ammoShelf_1.Item, officer_coilgunLoader.Item.ExternalHighlight );
|
||||
@@ -308,7 +308,7 @@ namespace Barotrauma.Tutorials
|
||||
HighlightInventorySlot(officer.Inventory, "coilgunammobox", highlightColor, .5f, .5f, 0f);
|
||||
}
|
||||
yield return null;
|
||||
} while (officer_coilgunLoader.Inventory.Items[0] == null || officer_superCapacitor.RechargeSpeed < superCapacitorRechargeRate || officer_coilgunLoader.Inventory.Items[0].Condition == 0);
|
||||
} while (officer_coilgunLoader.Inventory.GetItemAt(0) == null || officer_superCapacitor.RechargeSpeed < superCapacitorRechargeRate || officer_coilgunLoader.Inventory.GetItemAt(0).Condition == 0);
|
||||
SetHighlight(officer_coilgunLoader.Item, false);
|
||||
SetHighlight(officer_superCapacitor.Item, false);
|
||||
SetHighlight(officer_ammoShelf_1.Item, false);
|
||||
@@ -317,7 +317,8 @@ namespace Barotrauma.Tutorials
|
||||
yield return new WaitForSeconds(2f, false);
|
||||
TriggerTutorialSegment(4, GameMain.Config.KeyBindText(InputType.Select), GameMain.Config.KeyBindText(InputType.Shoot), GameMain.Config.KeyBindText(InputType.Deselect)); // Kill hammerhead
|
||||
officer_hammerhead = SpawnMonster("hammerhead", officer_hammerheadSpawnPos);
|
||||
((EnemyAIController)officer_hammerhead.AIController).StayInsideLevel = false;
|
||||
officer_hammerhead.Params.AI.AvoidAbyss = false;
|
||||
officer_hammerhead.Params.AI.StayInAbyss = false;
|
||||
officer_hammerhead.AIController.SelectTarget(officer.AiTarget);
|
||||
SetHighlight(officer_coilgunPeriscope, true);
|
||||
float originalDistance = Vector2.Distance(officer_coilgunPeriscope.WorldPosition, officer_hammerheadSpawnPos);
|
||||
@@ -371,12 +372,11 @@ namespace Barotrauma.Tutorials
|
||||
{
|
||||
if (IsSelectedItem(officer_rangedWeaponCabinet.Item))
|
||||
{
|
||||
if (officer_rangedWeaponCabinet.Inventory.slots != null)
|
||||
if (officer_rangedWeaponCabinet.Inventory.visualSlots != null)
|
||||
{
|
||||
for (int i = 0; i < officer_rangedWeaponCabinet.Inventory.Items.Length; i++)
|
||||
for (int i = 0; i < officer_rangedWeaponCabinet.Inventory.Capacity; i++)
|
||||
{
|
||||
if (officer_rangedWeaponCabinet.Inventory.Items[i] == null) continue;
|
||||
if (officer_rangedWeaponCabinet.Inventory.Items[i].Prefab.Identifier == "shotgunshell")
|
||||
if (officer_rangedWeaponCabinet.Inventory.GetItemAt(i)?.Prefab.Identifier == "shotgunshell")
|
||||
{
|
||||
HighlightInventorySlot(officer_rangedWeaponCabinet.Inventory, i, highlightColor, 0.5f, 0.5f, 0f);
|
||||
}
|
||||
@@ -384,10 +384,9 @@ namespace Barotrauma.Tutorials
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < officer.Inventory.Items.Length; i++)
|
||||
for (int i = 0; i < officer.Inventory.Capacity; i++)
|
||||
{
|
||||
if (officer.Inventory.Items[i] == null) continue;
|
||||
if (officer.Inventory.Items[i].Prefab.Identifier == "shotgunshell")
|
||||
if (officer.Inventory.GetItemAt(i)?.Prefab.Identifier == "shotgunshell")
|
||||
{
|
||||
HighlightInventorySlot(officer.Inventory, i, highlightColor, 0.5f, 0.5f, 0f);
|
||||
}
|
||||
@@ -398,7 +397,7 @@ namespace Barotrauma.Tutorials
|
||||
HighlightInventorySlot(officer.Inventory, "shotgun", highlightColor, 0.5f, 0.5f, 0f);
|
||||
}
|
||||
yield return null;
|
||||
} while (!shotGunChamber.Inventory.IsFull()); // Wait until all six harpoons loaded
|
||||
} while (!shotGunChamber.Inventory.IsFull(takeStacksIntoAccount: true)); // Wait until all six harpoons loaded
|
||||
RemoveCompletedObjective(segments[5]);
|
||||
SetHighlight(officer_rangedWeaponCabinet.Item, false);
|
||||
SetDoorAccess(officer_fourthDoor, officer_fourthDoorLight, true);
|
||||
@@ -425,8 +424,8 @@ namespace Barotrauma.Tutorials
|
||||
GameMain.GameSession?.CrewManager.AddSinglePlayerChatMessage(radioSpeakerName, TextManager.Get("Officer.Radio.Submarine"), ChatMessageType.Radio, null);
|
||||
do
|
||||
{
|
||||
SetHighlight(officer_subLoader_1.Item, officer_subLoader_1.Inventory.Items[0] == null || officer_subLoader_1.Inventory.Items[0].Condition == 0);
|
||||
SetHighlight(officer_subLoader_2.Item, officer_subLoader_2.Inventory.Items[0] == null || officer_subLoader_2.Inventory.Items[0].Condition == 0);
|
||||
SetHighlight(officer_subLoader_1.Item, officer_subLoader_1.Inventory.GetItemAt(0) == null || officer_subLoader_1.Inventory.GetItemAt(0).Condition == 0);
|
||||
SetHighlight(officer_subLoader_2.Item, officer_subLoader_2.Inventory.GetItemAt(0) == null || officer_subLoader_2.Inventory.GetItemAt(0).Condition == 0);
|
||||
HighlightInventorySlot(officer_subLoader_1.Inventory, 0, highlightColor, .5f, .5f, 0f);
|
||||
HighlightInventorySlot(officer_subLoader_2.Inventory, 0, highlightColor, .5f, .5f, 0f);
|
||||
|
||||
|
||||
+5
-5
@@ -62,7 +62,7 @@ namespace Barotrauma.Tutorials
|
||||
|
||||
yield return CoroutineStatus.Running;
|
||||
|
||||
GameMain.GameSession = new GameSession(subInfo, GameModePreset.Tutorial, missionPrefab: null);
|
||||
GameMain.GameSession = new GameSession(subInfo, GameModePreset.Tutorial, missionPrefabs: null);
|
||||
(GameMain.GameSession.GameMode as TutorialMode).Tutorial = this;
|
||||
|
||||
if (generationParams != null)
|
||||
@@ -122,7 +122,7 @@ namespace Barotrauma.Tutorials
|
||||
}
|
||||
|
||||
character = Character.Create(charInfo, wayPoint.WorldPosition, "", isRemotePlayer: false, hasAi: false);
|
||||
character.TeamID = Character.TeamType.Team1;
|
||||
character.TeamID = CharacterTeamType.Team1;
|
||||
Character.Controlled = character;
|
||||
character.GiveJobItems(null);
|
||||
|
||||
@@ -182,7 +182,8 @@ namespace Barotrauma.Tutorials
|
||||
|
||||
protected bool HasOrder(Character character, string identifier, string option = null)
|
||||
{
|
||||
if (character.CurrentOrder?.Identifier == identifier)
|
||||
var currentOrderInfo = character.GetCurrentOrderWithTopPriority();
|
||||
if (currentOrderInfo?.Order?.Identifier == identifier)
|
||||
{
|
||||
if (option == null)
|
||||
{
|
||||
@@ -190,8 +191,7 @@ namespace Barotrauma.Tutorials
|
||||
}
|
||||
else
|
||||
{
|
||||
HumanAIController humanAI = character.AIController as HumanAIController;
|
||||
return humanAI.CurrentOrderOption == option;
|
||||
return currentOrderInfo?.OrderOption == option;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
+11
-11
@@ -264,7 +264,7 @@ namespace Barotrauma.Tutorials
|
||||
|
||||
protected virtual void TriggerTutorialSegment(int index, params object[] args)
|
||||
{
|
||||
Inventory.draggingItem = null;
|
||||
Inventory.DraggingItems.Clear();
|
||||
ContentRunning = true;
|
||||
activeContentSegment = segments[index];
|
||||
segments[index].Args = args;
|
||||
@@ -410,7 +410,7 @@ namespace Barotrauma.Tutorials
|
||||
private void ReplaySegmentVideo(TutorialSegment segment)
|
||||
{
|
||||
if (ContentRunning) return;
|
||||
Inventory.draggingItem = null;
|
||||
Inventory.DraggingItems.Clear();
|
||||
ContentRunning = true;
|
||||
LoadVideo(segment);
|
||||
//videoPlayer.LoadContent(playableContentPath, new VideoPlayer.VideoSettings(segment.VideoContent), new VideoPlayer.TextSettings(segment.VideoContent), segment.Id, true, callback: () => ContentRunning = false);
|
||||
@@ -419,7 +419,7 @@ namespace Barotrauma.Tutorials
|
||||
private void ShowSegmentText(TutorialSegment segment)
|
||||
{
|
||||
if (ContentRunning) return;
|
||||
Inventory.draggingItem = null;
|
||||
Inventory.DraggingItems.Clear();
|
||||
ContentRunning = true;
|
||||
|
||||
string tutorialText = TextManager.GetFormatted(segment.TextContent.GetAttributeString("tag", ""), true, segment.Args);
|
||||
@@ -609,10 +609,10 @@ namespace Barotrauma.Tutorials
|
||||
#region Highlights
|
||||
protected void HighlightInventorySlot(Inventory inventory, string identifier, Color color, float fadeInDuration, float fadeOutDuration, float scaleUpAmount)
|
||||
{
|
||||
if (inventory.slots == null) { return; }
|
||||
for (int i = 0; i < inventory.Items.Length; i++)
|
||||
if (inventory.visualSlots == null) { return; }
|
||||
for (int i = 0; i < inventory.Capacity; i++)
|
||||
{
|
||||
if (inventory.Items[i] != null && inventory.Items[i].Prefab.Identifier == identifier)
|
||||
if (inventory.GetItemAt(i)?.Prefab.Identifier == identifier)
|
||||
{
|
||||
HighlightInventorySlot(inventory, i, color, fadeInDuration, fadeOutDuration, scaleUpAmount);
|
||||
}
|
||||
@@ -621,10 +621,10 @@ namespace Barotrauma.Tutorials
|
||||
|
||||
protected void HighlightInventorySlotWithTag(Inventory inventory, string tag, Color color, float fadeInDuration, float fadeOutDuration, float scaleUpAmount)
|
||||
{
|
||||
if (inventory.slots == null) { return; }
|
||||
for (int i = 0; i < inventory.Items.Length; i++)
|
||||
if (inventory.visualSlots == null) { return; }
|
||||
for (int i = 0; i < inventory.Capacity; i++)
|
||||
{
|
||||
if (inventory.Items[i] != null && inventory.Items[i].HasTag(tag))
|
||||
if (inventory.GetItemAt(i)?.HasTag(tag) ?? false)
|
||||
{
|
||||
HighlightInventorySlot(inventory, i, color, fadeInDuration, fadeOutDuration, scaleUpAmount);
|
||||
}
|
||||
@@ -633,8 +633,8 @@ namespace Barotrauma.Tutorials
|
||||
|
||||
protected void HighlightInventorySlot(Inventory inventory, int index, Color color, float fadeInDuration, float fadeOutDuration, float scaleUpAmount)
|
||||
{
|
||||
if (inventory.slots == null || index < 0 || inventory.slots[index].HighlightTimer > 0) return;
|
||||
inventory.slots[index].ShowBorderHighlight(color, fadeInDuration, fadeOutDuration, scaleUpAmount);
|
||||
if (inventory.visualSlots == null || index < 0 || inventory.visualSlots[index].HighlightTimer > 0) { return; }
|
||||
inventory.visualSlots[index].ShowBorderHighlight(color, fadeInDuration, fadeOutDuration, scaleUpAmount);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user