Unstable 0.17.5.0
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@@ -73,6 +73,8 @@ namespace Barotrauma
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private Point screenResolution;
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private bool needsRefresh = true;
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/// <summary>
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/// While set to true any call to <see cref="RefreshUpgradeList"/> will cause the buy button to be disabled and to not update the prices.
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/// This is to prevent us from buying another upgrade before the server has given us the new prices and causing potential syncing issues.
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@@ -102,13 +104,18 @@ namespace Barotrauma
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CreateUI(upgradeFrame);
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if (Campaign == null) { return; }
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Campaign.UpgradeManager.OnUpgradesChanged += RefreshAll;
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Campaign.CargoManager.OnPurchasedItemsChanged += RefreshAll;
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Campaign.CargoManager.OnSoldItemsChanged += RefreshAll;
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Campaign.OnMoneyChanged.RegisterOverwriteExisting(nameof(UpgradeStore).ToIdentifier(), e => { RefreshAll(); } );
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Campaign.UpgradeManager.OnUpgradesChanged += RequestRefresh;
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Campaign.CargoManager.OnPurchasedItemsChanged += RequestRefresh;
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Campaign.CargoManager.OnSoldItemsChanged += RequestRefresh;
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Campaign.OnMoneyChanged.RegisterOverwriteExisting(nameof(UpgradeStore).ToIdentifier(), e => { RequestRefresh(); } );
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}
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public void RefreshAll()
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public void RequestRefresh()
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{
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needsRefresh = true;
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}
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private void RefreshAll()
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{
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switch (selectedUpgradeTab)
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{
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@@ -131,6 +138,7 @@ namespace Barotrauma
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}
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break;
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}
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needsRefresh = false;
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}
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private void RefreshUpgradeList()
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@@ -1295,7 +1303,9 @@ namespace Barotrauma
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{
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if (Campaign == null) { return; }
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if (!parent.Children.Any() || Submarine.MainSub != null && Submarine.MainSub != drawnSubmarine || GameMain.GraphicsWidth != screenResolution.X || GameMain.GraphicsHeight != screenResolution.Y)
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if (!parent.Children.Any() ||
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Submarine.MainSub != null && Submarine.MainSub != drawnSubmarine ||
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GameMain.GraphicsWidth != screenResolution.X || GameMain.GraphicsHeight != screenResolution.Y)
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{
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GameMain.GameSession?.SubmarineInfo?.CheckSubsLeftBehind();
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drawnSubmarine = Submarine.MainSub;
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@@ -1313,6 +1323,10 @@ namespace Barotrauma
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// we also need this when we first load in so we know which category entries to disable since the CampaignUI is created before the submarine is loaded in.
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RefreshAll();
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}
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if (needsRefresh)
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{
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RefreshAll();
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}
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// accept an active confirmation popup if any
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if (PlayerInput.KeyHit(Keys.Enter) && GUIMessageBox.MessageBoxes.Any())
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@@ -1588,7 +1602,7 @@ namespace Barotrauma
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if (button != null)
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{
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button.Enabled = currentLevel < prefab.MaxLevel;
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if (WaitForServerUpdate || !campaign.AllowedToManageCampaign() || !campaign.Wallet.CanAfford(price))
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if (WaitForServerUpdate || !campaign.Wallet.CanAfford(price))
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{
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button.Enabled = false;
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}
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@@ -1693,7 +1707,7 @@ namespace Barotrauma
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return frames.ToArray();
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}
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private bool HasPermission => campaignUI.Campaign.AllowedToManageCampaign();
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private bool HasPermission => true;
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// just a shortcut to create new RectTransforms since all the new RectTransform and new Vector2 confuses my IDE (and me)
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private static RectTransform rectT(float x, float y, GUIComponent parentComponent, Anchor anchor = Anchor.TopLeft, ScaleBasis scaleBasis = ScaleBasis.Normal)
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