Unstable 0.15.15.0 (and the one before it I forgor)
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+5
-7
@@ -188,7 +188,7 @@ namespace Barotrauma
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}
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private IEnumerable<object> DoInitialCameraTransition()
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private IEnumerable<CoroutineStatus> DoInitialCameraTransition()
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{
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while (GameMain.Instance.LoadingScreenOpen)
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{
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@@ -310,12 +310,12 @@ namespace Barotrauma
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yield return CoroutineStatus.Success;
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}
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protected override IEnumerable<object> DoLevelTransition(TransitionType transitionType, LevelData newLevel, Submarine leavingSub, bool mirror, List<TraitorMissionResult> traitorResults = null)
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protected override IEnumerable<CoroutineStatus> DoLevelTransition(TransitionType transitionType, LevelData newLevel, Submarine leavingSub, bool mirror, List<TraitorMissionResult> traitorResults = null)
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{
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yield return CoroutineStatus.Success;
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}
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private IEnumerable<object> DoLevelTransition()
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private IEnumerable<CoroutineStatus> DoLevelTransition()
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{
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SoundPlayer.OverrideMusicType = CrewManager.GetCharacters().Any(c => !c.IsDead) ? "endround" : "crewdead";
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SoundPlayer.OverrideMusicDuration = 18.0f;
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@@ -361,7 +361,7 @@ namespace Barotrauma
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//--------------------------------------
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//wait for the new level to be loaded
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DateTime timeOut = DateTime.Now + new TimeSpan(0, 0, seconds: 30);
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DateTime timeOut = DateTime.Now + new TimeSpan(0, 0, seconds: 60);
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while (Level.Loaded == prevLevel || Level.Loaded == null)
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{
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if (DateTime.Now > timeOut || Screen.Selected != GameMain.GameScreen) { break; }
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@@ -480,8 +480,6 @@ namespace Barotrauma
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{
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IsFirstRound = false;
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CoroutineManager.StartCoroutine(DoLevelTransition(), "LevelTransition");
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bool success = CrewManager.GetCharacters().Any(c => !c.IsDead);
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GUI.SetSavingIndicatorState(success && (Level.IsLoadedOutpost || transitionType != TransitionType.None));
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}
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}
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@@ -500,7 +498,7 @@ namespace Barotrauma
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};
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}
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private IEnumerable<object> DoEndCampaignCameraTransition()
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private IEnumerable<CoroutineStatus> DoEndCampaignCameraTransition()
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{
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Character controlled = Character.Controlled;
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if (controlled != null)
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