OBT/1.2.0(Spring Update)

Sync with Upstream
This commit is contained in:
NotAlwaysTrue
2026-04-25 13:25:41 +08:00
committed by GitHub
parent 5207b381b7
commit 59bc21973a
421 changed files with 24090 additions and 11391 deletions
@@ -9,14 +9,7 @@ namespace Barotrauma
{
public class SubactionGroup
{
public string Text;
public List<EventAction> Actions;
/// <summary>
/// Should this option end the conversation (closing the conversation prompt?). By default, options that don't have any actions inside them, or that only have a GoTo action, end the conversation.
/// But if there are other actions inside the option, the game assumes there may be some kind of a follow-up coming to the conversation, and by default leaves it open.
/// </summary>
public bool EndConversation;
private int currentSubAction = 0;
public EventAction CurrentSubAction
@@ -31,17 +24,17 @@ namespace Barotrauma
}
}
public SubactionGroup(ScriptedEvent scriptedEvent, ContentXElement elem)
public SubactionGroup(ScriptedEvent scriptedEvent, ContentXElement element)
{
Text = elem.GetAttribute("text")?.Value ?? "";
SerializableProperty.DeserializeProperties(this, element);
Actions = new List<EventAction>();
EndConversation = elem.GetAttributeBool("endconversation", false);
foreach (var e in elem.Elements())
foreach (var e in element.Elements())
{
if (e.Name.ToString().Equals("statuseffect", StringComparison.OrdinalIgnoreCase))
{
DebugConsole.ThrowError($"Error in event prefab \"{scriptedEvent.Prefab.Identifier}\". Status effect configured as a sub action (text: \"{Text}\"). Please configure status effects as child elements of a StatusEffectAction.",
contentPackage: elem.ContentPackage);
DebugConsole.ThrowError($"Error in event prefab \"{scriptedEvent.Prefab.Identifier}\". Status effect configured as a sub action. Please configure status effects as child elements of a StatusEffectAction.",
contentPackage: element.ContentPackage);
continue;
}
var action = Instantiate(scriptedEvent, e);