(a00338777) v0.9.2.1
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+1
-1
@@ -218,7 +218,7 @@ namespace Barotrauma.Tutorials
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}
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}
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yield return null;
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} while (!captain_sonar.IsActive);
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} while (captain_sonar.CurrentMode != Sonar.Mode.Active);
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do { yield return null; } while (Vector2.Distance(Submarine.MainSub.WorldPosition, Level.Loaded.EndPosition) > 4000f);
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RemoveCompletedObjective(segments[5]);
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yield return new WaitForSeconds(4f, false);
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+6
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@@ -73,6 +73,7 @@ namespace Barotrauma.Tutorials
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private Character mechanic;
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private Sprite mechanic_repairIcon;
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private Color mechanic_repairIconColor;
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private Sprite mechanic_weldIcon;
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public MechanicTutorial(XElement element) : base(element)
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{
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@@ -97,6 +98,7 @@ namespace Barotrauma.Tutorials
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var repairOrder = Order.PrefabList.Find(order => order.AITag == "repairsystems");
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mechanic_repairIcon = repairOrder.SymbolSprite;
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mechanic_repairIconColor = repairOrder.Color;
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mechanic_weldIcon = new Sprite("Content/UI/IconAtlas.png", new Rectangle(1, 256, 127, 127), new Vector2(0.5f, 0.5f));
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// Other tutorial items
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tutorial_securityFinalDoorLight = Item.ItemList.Find(i => i.HasTag("tutorial_securityfinaldoorlight")).GetComponent<LightComponent>();
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@@ -309,7 +311,7 @@ namespace Barotrauma.Tutorials
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yield return null;
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} while (!mechanic.HasEquippedItem("divingmask") || !mechanic.HasEquippedItem("weldingtool")); // Wait until equipped
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SetDoorAccess(mechanic_secondDoor, mechanic_secondDoorLight, true);
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mechanic.AddActiveObjectiveEntity(mechanic_brokenWall_1, mechanic_repairIcon, mechanic_repairIconColor);
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mechanic.AddActiveObjectiveEntity(mechanic_brokenWall_1, mechanic_weldIcon, mechanic_repairIconColor);
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do { yield return null; } while (WallHasDamagedSections(mechanic_brokenWall_1)); // Highlight until repaired
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mechanic.RemoveActiveObjectiveEntity(mechanic_brokenWall_1);
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RemoveCompletedObjective(segments[2]);
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@@ -443,10 +445,10 @@ namespace Barotrauma.Tutorials
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{
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HighlightInventorySlot(mechanic_fabricator.OutputContainer.Inventory, "extinguisher", highlightColor, .5f, .5f, 0f);
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for (int i = 0; i < mechanic.Inventory.slots.Length; i++)
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/*for (int i = 0; i < mechanic.Inventory.slots.Length; i++)
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{
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if (mechanic.Inventory.Items[i] == null) HighlightInventorySlot(mechanic.Inventory, i, highlightColor, .5f, .5f, 0f);
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}
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}*/
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}
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else if (mechanic_fabricator.InputContainer.Inventory.FindItemByIdentifier("aluminium") != null && mechanic_fabricator.InputContainer.Inventory.FindItemByIdentifier("sodium") != null && !mechanic_fabricator.IsActive)
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{
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@@ -521,7 +523,7 @@ namespace Barotrauma.Tutorials
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SetDoorAccess(tutorial_mechanicFinalDoor, tutorial_mechanicFinalDoorLight, true);
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// Room 7
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mechanic.AddActiveObjectiveEntity(mechanic_brokenWall_2, mechanic_repairIcon, mechanic_repairIconColor);
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mechanic.AddActiveObjectiveEntity(mechanic_brokenWall_2, mechanic_weldIcon, mechanic_repairIconColor);
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do { yield return null; } while (WallHasDamagedSections(mechanic_brokenWall_2));
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mechanic.RemoveActiveObjectiveEntity(mechanic_brokenWall_2);
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TriggerTutorialSegment(9, GameMain.Config.KeyBind(InputType.Use)); // Repairing machinery (pump)
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+9
-2
@@ -305,10 +305,17 @@ namespace Barotrauma.Tutorials
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do
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{
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float distance = Vector2.Distance(officer_coilgunPeriscope.WorldPosition, officer_hammerhead.WorldPosition);
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if (distance > originalDistance * 1.5f)
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{
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// Don't let the Hammerhead go too far.
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officer_hammerhead.TeleportTo(officer_hammerheadSpawnPos + new Vector2(0, -1000));
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}
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if (distance > originalDistance)
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{
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// Don't let the Hammerhead go too far from the periscope.
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officer_hammerhead.TeleportTo(officer_hammerheadSpawnPos);
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// Ensure that the Hammerhead targets the player
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officer_hammerhead.AIController.SelectTarget(officer.AiTarget);
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var ai = officer_hammerhead.AIController as EnemyAIController;
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ai.sight = 2.0f;
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}
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yield return null;
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}
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