Started refactoring the submarine class in order to make it possible to add multiple submarines (or other movable structures)

This commit is contained in:
Regalis11
2016-06-09 18:34:43 +03:00
parent 0e24eab5e3
commit 41569675f3
33 changed files with 151 additions and 117 deletions
@@ -143,14 +143,14 @@ namespace Barotrauma
CrewManager.Draw(spriteBatch);
if (Submarine.Loaded == null) return;
if (Submarine.MainSub == null) return;
if (Submarine.Loaded.AtEndPosition)
if (Submarine.MainSub.AtEndPosition)
{
endShiftButton.Text = "Enter " + Map.SelectedLocation.Name;
endShiftButton.Draw(spriteBatch);
}
else if (Submarine.Loaded.AtStartPosition)
else if (Submarine.MainSub.AtStartPosition)
{
endShiftButton.Text = "Enter " + Map.CurrentLocation.Name;
endShiftButton.Draw(spriteBatch);
@@ -199,7 +199,7 @@ namespace Barotrauma
if (success)
{
if (Submarine.Loaded.AtEndPosition)
if (Submarine.MainSub.AtEndPosition)
{
Map.MoveToNextLocation();
}
@@ -240,7 +240,7 @@ namespace Barotrauma
{
isRunning = false;
var cinematic = new TransitionCinematic(Submarine.Loaded, GameMain.GameScreen.Cam, 5.0f);
var cinematic = new TransitionCinematic(Submarine.MainSub, GameMain.GameScreen.Cam, 5.0f);
SoundPlayer.OverrideMusicType = CrewManager.characters.Any(c => !c.IsDead) ? "endshift" : "crewdead";
@@ -253,12 +253,12 @@ namespace Barotrauma
{
while (cinematic.Running)
{
if (Submarine.Loaded == null) yield return CoroutineStatus.Success;
if (Submarine.MainSub == null) yield return CoroutineStatus.Success;
yield return CoroutineStatus.Running;
}
if (Submarine.Loaded == null) yield return CoroutineStatus.Success;
if (Submarine.MainSub == null) yield return CoroutineStatus.Success;
End("");