Unstable v0.10.601.0

This commit is contained in:
Juan Pablo Arce
2020-10-07 10:39:32 -03:00
parent ebe1ce1427
commit 768f516e7c
65 changed files with 743 additions and 139 deletions
@@ -311,6 +311,8 @@ namespace Barotrauma.Tutorials
}
yield return null;
} while (engineer_reactor.AvailableFuel == 0);
RemoveCompletedObjective(segments[1]);
TriggerTutorialSegment(2);
CoroutineManager.StartCoroutine(ReactorOperatedProperly());
do
{
@@ -352,7 +354,7 @@ namespace Barotrauma.Tutorials
} while (wait > 0.0f);
engineer.SelectedConstruction = null;
engineer_reactor.CanBeSelected = false;
RemoveCompletedObjective(segments[1]);
RemoveCompletedObjective(segments[2]);
SetHighlight(engineer_reactor.Item, false);
SetHighlight(engineer_brokenJunctionBox, true);
SetDoorAccess(engineer_secondDoor, engineer_secondDoorLight, true);
@@ -361,7 +363,7 @@ namespace Barotrauma.Tutorials
do { yield return null; } while (!engineer_secondDoor.IsOpen);
yield return new WaitForSeconds(1f, false);
Repairable repairableJunctionBoxComponent = engineer_brokenJunctionBox.GetComponent<Repairable>();
TriggerTutorialSegment(2, GameMain.Config.KeyBindText(InputType.Select)); // Repair the junction box
TriggerTutorialSegment(3, GameMain.Config.KeyBindText(InputType.Select)); // Repair the junction box
do
{
if (!engineer.HasEquippedItem("screwdriver"))
@@ -389,7 +391,7 @@ namespace Barotrauma.Tutorials
do { yield return null; } while (!engineer_thirdDoor.IsOpen);
GameMain.GameSession.CrewManager.AddSinglePlayerChatMessage(radioSpeakerName, TextManager.Get("Engineer.Radio.FaultyWiring"), ChatMessageType.Radio, null);
yield return new WaitForSeconds(2f, false);
TriggerTutorialSegment(3, GameMain.Config.KeyBindText(InputType.Use), GameMain.Config.KeyBindText(InputType.Deselect)); // Connect the junction boxes
TriggerTutorialSegment(4, GameMain.Config.KeyBindText(InputType.Use), GameMain.Config.KeyBindText(InputType.Deselect)); // Connect the junction boxes
do { CheckGhostWires(); HandleJunctionBoxWiringHighlights(); yield return null; } while (engineer_workingPump.Voltage < engineer_workingPump.MinVoltage); // Wait until connected all the way to the pump
CheckGhostWires();
for (int i = 0; i < engineer_disconnectedJunctionBoxes.Length; i++)
@@ -406,7 +408,7 @@ namespace Barotrauma.Tutorials
do { yield return null; } while (!tutorial_enteredSubmarineSensor.MotionDetected);
GameMain.GameSession.CrewManager.AddSinglePlayerChatMessage(radioSpeakerName, TextManager.Get("Engineer.Radio.Submarine"), ChatMessageType.Radio, null);
yield return new WaitForSeconds(2f, false);
TriggerTutorialSegment(4); // Repair junction box
TriggerTutorialSegment(5); // Repair junction box
while (ContentRunning) yield return null;
engineer.AddActiveObjectiveEntity(engineer_submarineJunctionBox_1, engineer_repairIcon, engineer_repairIconColor);
engineer.AddActiveObjectiveEntity(engineer_submarineJunctionBox_2, engineer_repairIcon, engineer_repairIconColor);
@@ -425,7 +427,7 @@ namespace Barotrauma.Tutorials
RemoveCompletedObjective(segments[4]);
yield return new WaitForSeconds(2f, false);
TriggerTutorialSegment(5); // Powerup reactor
TriggerTutorialSegment(6); // Powerup reactor
SetHighlight(engineer_submarineReactor.Item, true);
engineer.AddActiveObjectiveEntity(engineer_submarineReactor.Item, engineer_reactorIcon, engineer_reactorIconColor);
do { yield return null; } while (!IsReactorPoweredUp(engineer_submarineReactor)); // Wait until ~matches load
@@ -141,7 +141,7 @@ namespace Barotrauma.Tutorials
mechanic_brokenWall_1.SpriteColor = Color.White;
for (int i = 0; i < mechanic_brokenWall_1.SectionCount; i++)
{
mechanic_brokenWall_1.AddDamage(i, 165);
mechanic_brokenWall_1.AddDamage(i, 85);
}
mechanic_brokenhull_1 = mechanic_brokenWall_1.Sections[0].gap.FlowTargetHull;
@@ -199,7 +199,7 @@ namespace Barotrauma.Tutorials
mechanic_brokenWall_2.SpriteColor = Color.White;
for (int i = 0; i < mechanic_brokenWall_2.SectionCount; i++)
{
mechanic_brokenWall_2.AddDamage(i, 165);
mechanic_brokenWall_2.AddDamage(i, 85);
}
mechanic_brokenhull_2 = mechanic_brokenWall_2.Sections[0].gap.FlowTargetHull;
SetDoorAccess(tutorial_submarineDoor, tutorial_submarineDoorLight, false);
@@ -362,10 +362,10 @@ namespace Barotrauma.Tutorials
SetHighlight(officer_rangedWeaponHolder.Item, false);
do
{
HighlightInventorySlot(officer.Inventory, "harpoongun", highlightColor, 0.5f, 0.5f, 0f);
HighlightInventorySlot(officer.Inventory, "shotgun", highlightColor, 0.5f, 0.5f, 0f);
yield return null;
} while (!officer.HasEquippedItem("harpoongun")); // Wait until equipped
ItemContainer harpoonGunChamber = officer.Inventory.FindItemByIdentifier("harpoongun").GetComponent<ItemContainer>();
} while (!officer.HasEquippedItem("shotgun")); // Wait until equipped
ItemContainer shotGunChamber = officer.Inventory.FindItemByIdentifier("shotgun").GetComponent<ItemContainer>();
SetHighlight(officer_rangedWeaponCabinet.Item, true);
do
{
@@ -376,7 +376,7 @@ namespace Barotrauma.Tutorials
for (int i = 0; i < officer_rangedWeaponCabinet.Inventory.Items.Length; i++)
{
if (officer_rangedWeaponCabinet.Inventory.Items[i] == null) continue;
if (officer_rangedWeaponCabinet.Inventory.Items[i].Prefab.Identifier == "spear")
if (officer_rangedWeaponCabinet.Inventory.Items[i].Prefab.Identifier == "shotgunshell")
{
HighlightInventorySlot(officer_rangedWeaponCabinet.Inventory, i, highlightColor, 0.5f, 0.5f, 0f);
}
@@ -387,18 +387,18 @@ namespace Barotrauma.Tutorials
for (int i = 0; i < officer.Inventory.Items.Length; i++)
{
if (officer.Inventory.Items[i] == null) continue;
if (officer.Inventory.Items[i].Prefab.Identifier == "spear")
if (officer.Inventory.Items[i].Prefab.Identifier == "shotgunshell")
{
HighlightInventorySlot(officer.Inventory, i, highlightColor, 0.5f, 0.5f, 0f);
}
}
if (officer.Inventory.FindItemByIdentifier("spear") != null || (IsSelectedItem(officer_rangedWeaponCabinet.Item) && officer_rangedWeaponCabinet.Inventory.FindItemByIdentifier("spear") != null))
if (officer.Inventory.FindItemByIdentifier("shotgunshell") != null || (IsSelectedItem(officer_rangedWeaponCabinet.Item) && officer_rangedWeaponCabinet.Inventory.FindItemByIdentifier("shotgunshell") != null))
{
HighlightInventorySlot(officer.Inventory, "harpoongun", highlightColor, 0.5f, 0.5f, 0f);
HighlightInventorySlot(officer.Inventory, "shotgun", highlightColor, 0.5f, 0.5f, 0f);
}
yield return null;
} while (!harpoonGunChamber.Inventory.IsFull()); // Wait until all six harpoons loaded
} while (!shotGunChamber.Inventory.IsFull()); // Wait until all six harpoons loaded
RemoveCompletedObjective(segments[5]);
SetHighlight(officer_rangedWeaponCabinet.Item, false);
SetDoorAccess(officer_fourthDoor, officer_fourthDoorLight, true);