Unstable 0.15.15.0 (and the one before it I forgor)

This commit is contained in:
Markus Isberg
2021-11-18 21:34:30 +09:00
parent 10e5fd5f3e
commit 80f39cd2a3
257 changed files with 4916 additions and 2582 deletions

View File

@@ -15,7 +15,7 @@ namespace Barotrauma.Tutorials
{
}
public override IEnumerable<object> UpdateState()
public override IEnumerable<CoroutineStatus> UpdateState()
{
Character Controlled = Character.Controlled;
if (Controlled == null) yield return CoroutineStatus.Success;
@@ -634,7 +634,7 @@ namespace Barotrauma.Tutorials
return Character.Controlled.Inventory.FindItemByIdentifier(itemIdentifier) != null;
}
protected IEnumerable<object> KeepReactorRunning(Reactor reactor)
protected IEnumerable<CoroutineStatus> KeepReactorRunning(Reactor reactor)
{
do
{
@@ -652,7 +652,7 @@ namespace Barotrauma.Tutorials
/// <summary>
/// keeps the enemy away from the sub until the capacitors are loaded
/// </summary>
private IEnumerable<object> KeepEnemyAway(Character enemy, PowerContainer[] capacitors)
private IEnumerable<CoroutineStatus> KeepEnemyAway(Character enemy, PowerContainer[] capacitors)
{
do
{

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@@ -141,7 +141,7 @@ namespace Barotrauma.Tutorials
captain_mechanic.AIController.Enabled = captain_security.AIController.Enabled = captain_engineer.AIController.Enabled = false;
}
public override IEnumerable<object> UpdateState()
public override IEnumerable<CoroutineStatus> UpdateState()
{
while (GameMain.Instance.LoadingScreenOpen) yield return null;

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@@ -139,7 +139,7 @@ namespace Barotrauma.Tutorials
reactorItem.GetComponent<Reactor>().AutoTemp = true;
}
public override IEnumerable<object> UpdateState()
public override IEnumerable<CoroutineStatus> UpdateState()
{
while (GameMain.Instance.LoadingScreenOpen) yield return null;
@@ -446,7 +446,7 @@ namespace Barotrauma.Tutorials
CoroutineManager.StartCoroutine(TutorialCompleted());
}
public IEnumerable<object> KeepPatientAlive(Character patient)
public IEnumerable<CoroutineStatus> KeepPatientAlive(Character patient)
{
while (patient != null && !patient.Removed)
{

View File

@@ -10,7 +10,7 @@ namespace Barotrauma.Tutorials
{
}
public override IEnumerable<object> UpdateState()
public override IEnumerable<CoroutineStatus> UpdateState()
{
/*infoBox = CreateInfoFrame("Use the mouse wheel to zoom in and out, and WASD to move the camera around.", true);

View File

@@ -206,7 +206,7 @@ namespace Barotrauma.Tutorials
engineer_submarineJunctionBox_3.Condition = 0f;
}
public override IEnumerable<object> UpdateState()
public override IEnumerable<CoroutineStatus> UpdateState()
{
while (GameMain.Instance.LoadingScreenOpen) yield return null;
@@ -378,7 +378,7 @@ namespace Barotrauma.Tutorials
}
}
yield return null;
} while (engineer_brokenJunctionBox.Condition < repairableJunctionBoxComponent.RepairThreshold); // Wait until repaired
} while (repairableJunctionBoxComponent.IsBelowRepairThreshold); // Wait until repaired
SetHighlight(engineer_brokenJunctionBox, false);
RemoveCompletedObjective(segments[3]);
SetDoorAccess(engineer_thirdDoor, engineer_thirdDoorLight, true);
@@ -422,7 +422,7 @@ namespace Barotrauma.Tutorials
Repairable repairableJunctionBoxComponent3 = engineer_submarineJunctionBox_3.GetComponent<Repairable>();
// 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);
do { CheckJunctionBoxHighlights(repairableJunctionBoxComponent1, repairableJunctionBoxComponent2, repairableJunctionBoxComponent3); yield return null; } while (repairableJunctionBoxComponent1.IsBelowRepairThreshold || repairableJunctionBoxComponent2.IsBelowRepairThreshold || repairableJunctionBoxComponent3.IsBelowRepairThreshold);
CheckJunctionBoxHighlights(repairableJunctionBoxComponent1, repairableJunctionBoxComponent2, repairableJunctionBoxComponent3);
RemoveCompletedObjective(segments[5]);
yield return new WaitForSeconds(2f, false);
@@ -462,7 +462,7 @@ namespace Barotrauma.Tutorials
return engineer?.SelectedConstruction == item;
}
private IEnumerable<object> ReactorOperatedProperly()
private IEnumerable<CoroutineStatus> ReactorOperatedProperly()
{
float timer;
@@ -566,17 +566,17 @@ namespace Barotrauma.Tutorials
private void CheckJunctionBoxHighlights(Repairable comp1, Repairable comp2, Repairable comp3)
{
if (engineer_submarineJunctionBox_1.Condition > comp1.RepairThreshold && engineer_submarineJunctionBox_1.ExternalHighlight)
if (!comp1.IsBelowRepairThreshold && engineer_submarineJunctionBox_1.ExternalHighlight)
{
SetHighlight(engineer_submarineJunctionBox_1, false);
engineer.RemoveActiveObjectiveEntity(engineer_submarineJunctionBox_1);
}
if (engineer_submarineJunctionBox_2.Condition > comp2.RepairThreshold && engineer_submarineJunctionBox_2.ExternalHighlight)
if (!comp2.IsBelowRepairThreshold && engineer_submarineJunctionBox_2.ExternalHighlight)
{
SetHighlight(engineer_submarineJunctionBox_2, false);
engineer.RemoveActiveObjectiveEntity(engineer_submarineJunctionBox_2);
}
if (engineer_submarineJunctionBox_3.Condition > comp3.RepairThreshold && engineer_submarineJunctionBox_3.ExternalHighlight)
if (!comp3.IsBelowRepairThreshold && engineer_submarineJunctionBox_3.ExternalHighlight)
{
SetHighlight(engineer_submarineJunctionBox_3, false);
engineer.RemoveActiveObjectiveEntity(engineer_submarineJunctionBox_3);

View File

@@ -225,7 +225,7 @@ namespace Barotrauma.Tutorials
base.Update(deltaTime);
}
public override IEnumerable<object> UpdateState()
public override IEnumerable<CoroutineStatus> UpdateState()
{
while (GameMain.Instance.LoadingScreenOpen) yield return null;
@@ -550,7 +550,7 @@ namespace Barotrauma.Tutorials
do
{
yield return null;
if (mechanic_brokenPump.Item.Condition < repairablePumpComponent.RepairThreshold)
if (repairablePumpComponent.IsBelowRepairThreshold)
{
if (!mechanic.HasEquippedItem("wrench"))
{
@@ -574,7 +574,7 @@ namespace Barotrauma.Tutorials
}
}
}
} while (mechanic_brokenPump.Item.Condition < repairablePumpComponent.RepairThreshold || mechanic_brokenPump.FlowPercentage >= 0 || !mechanic_brokenPump.IsActive);
} while (repairablePumpComponent.IsBelowRepairThreshold || mechanic_brokenPump.FlowPercentage >= 0 || !mechanic_brokenPump.IsActive);
RemoveCompletedObjective(segments[9]);
SetHighlight(mechanic_brokenPump.Item, false);
do { yield return null; } while (mechanic_brokenhull_2.WaterPercentage > waterVolumeBeforeOpening);
@@ -597,7 +597,7 @@ namespace Barotrauma.Tutorials
Repairable repairableEngineComponent = mechanic_submarineEngine.Item.GetComponent<Repairable>();
// Remove highlights when each individual machine is repaired
do { CheckHighlights(repairablePumpComponent1, repairablePumpComponent2, repairableEngineComponent); yield return null; } while (mechanic_ballastPump_1.Item.Condition < repairablePumpComponent1.RepairThreshold || mechanic_ballastPump_2.Item.Condition < repairablePumpComponent2.RepairThreshold || mechanic_submarineEngine.Item.Condition < repairableEngineComponent.RepairThreshold);
do { CheckHighlights(repairablePumpComponent1, repairablePumpComponent2, repairableEngineComponent); yield return null; } while (repairablePumpComponent1.IsBelowRepairThreshold || repairablePumpComponent2.IsBelowRepairThreshold || repairableEngineComponent.IsBelowRepairThreshold);
CheckHighlights(repairablePumpComponent1, repairablePumpComponent2, repairableEngineComponent);
RemoveCompletedObjective(segments[10]);
GameMain.GameSession?.CrewManager.AddSinglePlayerChatMessage(radioSpeakerName, TextManager.Get("Mechanic.Radio.Complete"), ChatMessageType.Radio, null);
@@ -623,17 +623,17 @@ namespace Barotrauma.Tutorials
private void CheckHighlights(Repairable comp1, Repairable comp2, Repairable comp3)
{
if (mechanic_ballastPump_1.Item.Condition > comp1.RepairThreshold && mechanic_ballastPump_1.Item.ExternalHighlight)
if (!comp1.IsBelowRepairThreshold && mechanic_ballastPump_1.Item.ExternalHighlight)
{
SetHighlight(mechanic_ballastPump_1.Item, false);
mechanic.RemoveActiveObjectiveEntity(mechanic_ballastPump_1.Item);
}
if (mechanic_ballastPump_2.Item.Condition > comp2.RepairThreshold && mechanic_ballastPump_2.Item.ExternalHighlight)
if (!comp2.IsBelowRepairThreshold && mechanic_ballastPump_2.Item.ExternalHighlight)
{
SetHighlight(mechanic_ballastPump_2.Item, false);
mechanic.RemoveActiveObjectiveEntity(mechanic_ballastPump_2.Item);
}
if (mechanic_submarineEngine.Item.Condition > comp3.RepairThreshold && mechanic_submarineEngine.Item.ExternalHighlight)
if (!comp3.IsBelowRepairThreshold && mechanic_submarineEngine.Item.ExternalHighlight)
{
SetHighlight(mechanic_submarineEngine.Item, false);
mechanic.RemoveActiveObjectiveEntity(mechanic_submarineEngine.Item);

View File

@@ -201,7 +201,7 @@ namespace Barotrauma.Tutorials
SetDoorAccess(tutorial_submarineDoor, tutorial_submarineDoorLight, true);
}
public override IEnumerable<object> UpdateState()
public override IEnumerable<CoroutineStatus> UpdateState()
{
while (GameMain.Instance.LoadingScreenOpen) yield return null;

View File

@@ -54,7 +54,7 @@ namespace Barotrauma.Tutorials
GameMain.Instance.ShowLoading(Loading());
}
private IEnumerable<object> Loading()
private IEnumerable<CoroutineStatus> Loading()
{
SubmarineInfo subInfo = new SubmarineInfo(submarinePath);
@@ -259,7 +259,7 @@ namespace Barotrauma.Tutorials
base.Stop();
}
private IEnumerable<object> Dead()
private IEnumerable<CoroutineStatus> Dead()
{
GUI.PreventPauseMenuToggle = true;
Character.Controlled = character = null;
@@ -279,7 +279,7 @@ namespace Barotrauma.Tutorials
yield return CoroutineStatus.Success;
}
protected IEnumerable<object> TutorialCompleted()
protected IEnumerable<CoroutineStatus> TutorialCompleted()
{
GUI.PreventPauseMenuToggle = true;

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@@ -247,7 +247,7 @@ namespace Barotrauma.Tutorials
}
}
public virtual IEnumerable<object> UpdateState()
public virtual IEnumerable<CoroutineStatus> UpdateState()
{
yield return CoroutineStatus.Success;
}
@@ -470,7 +470,7 @@ namespace Barotrauma.Tutorials
CoroutineManager.StartCoroutine(WaitForObjectiveEnd(segment));
}
private IEnumerable<object> WaitForObjectiveEnd(TutorialSegment objective)
private IEnumerable<CoroutineStatus> WaitForObjectiveEnd(TutorialSegment objective)
{
yield return new WaitForSeconds(2.0f);
objectiveFrame.RemoveChild(objective.ReplayButton);

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@@ -24,7 +24,7 @@ namespace Barotrauma
foreach (Item item in Item.ItemList)
{
//don't consider the items to belong in the outpost to prevent the stealing icon from showing
item.SpawnedInOutpost = false;
item.SpawnedInCurrentOutpost = false;
}
}