Unstable v0.10.6.0 (October 13th 2020)

This commit is contained in:
Juan Pablo Arce
2020-10-13 12:59:45 -03:00
parent 768f516e7c
commit 6b36bf809d
59 changed files with 1036 additions and 421 deletions

View File

@@ -186,8 +186,7 @@ namespace Barotrauma.Tutorials
// TODO: Rework order highlighting for new command UI
// GameMain.GameSession.CrewManager.HighlightOrderButton(captain_mechanic, "repairsystems", highlightColor, new Vector2(5, 5));
//HighlightOrderOption("jobspecific");
}
while (!HasOrder(captain_mechanic, "repairsystems"));
} while (!HasOrder(captain_mechanic, "repairsystems") && !HasOrder(captain_mechanic, "repairmechanical") && !HasOrder(captain_mechanic, "repairelectrical"));
RemoveCompletedObjective(segments[1]);
yield return new WaitForSeconds(2f, false);
TriggerTutorialSegment(2, GameMain.Config.KeyBindText(InputType.Command));

View File

@@ -123,7 +123,7 @@ namespace Barotrauma.Tutorials
// Room 3
engineer_reactorObjectiveSensor = Item.ItemList.Find(i => i.HasTag("engineer_reactorobjectivesensor")).GetComponent<MotionSensor>();
tutorial_oxygenGenerator = Item.ItemList.Find(i => i.HasTag("tutorial_oxygengenerator")).GetComponent<Powered>();
tutorial_oxygenGenerator = Item.ItemList.Find(i => i.HasTag("tutorial_oxygengenerator")).GetComponent<OxygenGenerator>();
engineer_reactor = Item.ItemList.Find(i => i.HasTag("engineer_reactor")).GetComponent<Reactor>();
engineer_reactor.FireDelay = engineer_reactor.MeltdownDelay = float.PositiveInfinity;
engineer_reactor.FuelConsumptionRate = 0.0f;
@@ -380,7 +380,7 @@ namespace Barotrauma.Tutorials
yield return null;
} while (engineer_brokenJunctionBox.Condition < repairableJunctionBoxComponent.RepairThreshold); // Wait until repaired
SetHighlight(engineer_brokenJunctionBox, false);
RemoveCompletedObjective(segments[2]);
RemoveCompletedObjective(segments[3]);
SetDoorAccess(engineer_thirdDoor, engineer_thirdDoorLight, true);
for (int i = 0; i < engineer_disconnectedJunctionBoxes.Length; i++)
{
@@ -398,7 +398,7 @@ namespace Barotrauma.Tutorials
{
SetHighlight(engineer_disconnectedJunctionBoxes[i].Item, false);
}
RemoveCompletedObjective(segments[3]);
RemoveCompletedObjective(segments[4]);
do { yield return null; } while (engineer_workingPump.Item.CurrentHull.WaterPercentage > waterVolumeBeforeOpening); // Wait until drained
wiringActive = false;
SetDoorAccess(engineer_fourthDoor, engineer_fourthDoorLight, true);
@@ -424,7 +424,7 @@ namespace Barotrauma.Tutorials
// Remove highlights when each individual machine is repaired
do { CheckJunctionBoxHighlights(repairableJunctionBoxComponent1, repairableJunctionBoxComponent2, repairableJunctionBoxComponent3); yield return null; } while (engineer_submarineJunctionBox_1.Condition < repairableJunctionBoxComponent1.RepairThreshold || engineer_submarineJunctionBox_2.Condition < repairableJunctionBoxComponent2.RepairThreshold || engineer_submarineJunctionBox_3.Condition < repairableJunctionBoxComponent3.RepairThreshold);
CheckJunctionBoxHighlights(repairableJunctionBoxComponent1, repairableJunctionBoxComponent2, repairableJunctionBoxComponent3);
RemoveCompletedObjective(segments[4]);
RemoveCompletedObjective(segments[5]);
yield return new WaitForSeconds(2f, false);
TriggerTutorialSegment(6); // Powerup reactor
@@ -433,7 +433,7 @@ namespace Barotrauma.Tutorials
do { yield return null; } while (!IsReactorPoweredUp(engineer_submarineReactor)); // Wait until ~matches load
engineer.RemoveActiveObjectiveEntity(engineer_submarineReactor.Item);
SetHighlight(engineer_submarineReactor.Item, false);
RemoveCompletedObjective(segments[5]);
RemoveCompletedObjective(segments[6]);
GameMain.GameSession.CrewManager.AddSinglePlayerChatMessage(radioSpeakerName, TextManager.Get("Engineer.Radio.Complete"), ChatMessageType.Radio, null);
yield return new WaitForSeconds(4f, false);