Unstable v0.10.6.0 (October 13th 2020)
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@@ -186,8 +186,7 @@ namespace Barotrauma.Tutorials
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// TODO: Rework order highlighting for new command UI
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// GameMain.GameSession.CrewManager.HighlightOrderButton(captain_mechanic, "repairsystems", highlightColor, new Vector2(5, 5));
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//HighlightOrderOption("jobspecific");
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}
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while (!HasOrder(captain_mechanic, "repairsystems"));
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} while (!HasOrder(captain_mechanic, "repairsystems") && !HasOrder(captain_mechanic, "repairmechanical") && !HasOrder(captain_mechanic, "repairelectrical"));
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RemoveCompletedObjective(segments[1]);
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yield return new WaitForSeconds(2f, false);
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TriggerTutorialSegment(2, GameMain.Config.KeyBindText(InputType.Command));
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@@ -123,7 +123,7 @@ namespace Barotrauma.Tutorials
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// Room 3
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engineer_reactorObjectiveSensor = Item.ItemList.Find(i => i.HasTag("engineer_reactorobjectivesensor")).GetComponent<MotionSensor>();
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tutorial_oxygenGenerator = Item.ItemList.Find(i => i.HasTag("tutorial_oxygengenerator")).GetComponent<Powered>();
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tutorial_oxygenGenerator = Item.ItemList.Find(i => i.HasTag("tutorial_oxygengenerator")).GetComponent<OxygenGenerator>();
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engineer_reactor = Item.ItemList.Find(i => i.HasTag("engineer_reactor")).GetComponent<Reactor>();
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engineer_reactor.FireDelay = engineer_reactor.MeltdownDelay = float.PositiveInfinity;
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engineer_reactor.FuelConsumptionRate = 0.0f;
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@@ -380,7 +380,7 @@ namespace Barotrauma.Tutorials
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yield return null;
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} while (engineer_brokenJunctionBox.Condition < repairableJunctionBoxComponent.RepairThreshold); // Wait until repaired
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SetHighlight(engineer_brokenJunctionBox, false);
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RemoveCompletedObjective(segments[2]);
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RemoveCompletedObjective(segments[3]);
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SetDoorAccess(engineer_thirdDoor, engineer_thirdDoorLight, true);
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for (int i = 0; i < engineer_disconnectedJunctionBoxes.Length; i++)
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{
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@@ -398,7 +398,7 @@ namespace Barotrauma.Tutorials
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{
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SetHighlight(engineer_disconnectedJunctionBoxes[i].Item, false);
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}
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RemoveCompletedObjective(segments[3]);
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RemoveCompletedObjective(segments[4]);
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do { yield return null; } while (engineer_workingPump.Item.CurrentHull.WaterPercentage > waterVolumeBeforeOpening); // Wait until drained
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wiringActive = false;
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SetDoorAccess(engineer_fourthDoor, engineer_fourthDoorLight, true);
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@@ -424,7 +424,7 @@ namespace Barotrauma.Tutorials
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// Remove highlights when each individual machine is repaired
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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);
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CheckJunctionBoxHighlights(repairableJunctionBoxComponent1, repairableJunctionBoxComponent2, repairableJunctionBoxComponent3);
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RemoveCompletedObjective(segments[4]);
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RemoveCompletedObjective(segments[5]);
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yield return new WaitForSeconds(2f, false);
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TriggerTutorialSegment(6); // Powerup reactor
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@@ -433,7 +433,7 @@ namespace Barotrauma.Tutorials
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do { yield return null; } while (!IsReactorPoweredUp(engineer_submarineReactor)); // Wait until ~matches load
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engineer.RemoveActiveObjectiveEntity(engineer_submarineReactor.Item);
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SetHighlight(engineer_submarineReactor.Item, false);
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RemoveCompletedObjective(segments[5]);
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RemoveCompletedObjective(segments[6]);
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GameMain.GameSession.CrewManager.AddSinglePlayerChatMessage(radioSpeakerName, TextManager.Get("Engineer.Radio.Complete"), ChatMessageType.Radio, null);
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yield return new WaitForSeconds(4f, false);
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