Started refactoring the submarine class in order to make it possible to add multiple submarines (or other movable structures)
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@@ -22,7 +22,7 @@ namespace Barotrauma.Tutorials
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//spawn some fish next to the player
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GameMain.GameScreen.BackgroundCreatureManager.SpawnSprites(2,
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Submarine.Loaded.Position + Character.Controlled.Position);
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Submarine.MainSub.Position + Character.Controlled.Position);
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yield return new WaitForSeconds(4.0f);
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@@ -276,7 +276,7 @@ namespace Barotrauma.Tutorials
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infoBox = CreateInfoFrame("Steer the submarine downwards, heading further into the cavern.");
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while (Submarine.Loaded.WorldPosition.Y > 24600.0f)
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while (Submarine.MainSub.WorldPosition.Y > 24600.0f)
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{
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yield return CoroutineStatus.Running;
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}
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@@ -300,7 +300,7 @@ namespace Barotrauma.Tutorials
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bool broken = false;
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do
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{
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Submarine.Loaded.Velocity = Vector2.Zero;
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Submarine.MainSub.Velocity = Vector2.Zero;
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moloch.AIController.SelectTarget(steering.Item.CurrentHull.AiTarget);
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Vector2 steeringDir = windows[0].WorldPosition - moloch.WorldPosition;
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@@ -349,7 +349,7 @@ namespace Barotrauma.Tutorials
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}
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}
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Submarine.Loaded.GodMode = true;
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Submarine.MainSub.GodMode = true;
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var capacitor1 = Item.ItemList.Find(i => i.HasTag("capacitor1")).GetComponent<PowerContainer>();
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var capacitor2 = Item.ItemList.Find(i => i.HasTag("capacitor1")).GetComponent<PowerContainer>();
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@@ -462,7 +462,7 @@ namespace Barotrauma.Tutorials
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yield return CoroutineStatus.Running;
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}
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Submarine.Loaded.GodMode = false;
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Submarine.MainSub.GodMode = false;
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infoBox = CreateInfoFrame("The creature has died. Now you should fix the damages in the control room: " +
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"Grab a welding tool from the closet in the railgun room.");
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@@ -588,7 +588,7 @@ namespace Barotrauma.Tutorials
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GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
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GameMain.LightManager.LosEnabled = false;
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var cinematic = new TransitionCinematic(Submarine.Loaded, GameMain.GameScreen.Cam, 5.0f);
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var cinematic = new TransitionCinematic(Submarine.MainSub, GameMain.GameScreen.Cam, 5.0f);
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while (cinematic.Running)
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{
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