(bc52b535a) Added: Highlighting to order options in Captain's tutorial
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@@ -65,6 +65,8 @@ namespace Barotrauma
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}
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}
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public List<GUIButton> OrderOptionButtons = new List<GUIButton>();
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#endregion
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#region Constructors
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@@ -914,9 +916,12 @@ namespace Barotrauma
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if (Character.Controlled == null) return false;
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SetCharacterOrder(character, userData as Order, option, Character.Controlled);
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orderTargetFrame = null;
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OrderOptionButtons.Clear();
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return true;
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}
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};
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OrderOptionButtons.Add(optionButton);
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}
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}
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@@ -949,9 +954,13 @@ namespace Barotrauma
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if (Character.Controlled == null) return false;
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SetCharacterOrder(character, userData as Order, option, Character.Controlled);
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orderTargetFrame = null;
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OrderOptionButtons.Clear();
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return true;
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}
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};
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OrderOptionButtons.Add(optionButton);
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//lines between the order buttons
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if (i < order.Options.Length - 1)
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{
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@@ -165,8 +165,9 @@ namespace Barotrauma.Tutorials
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{
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yield return new WaitForSeconds(1.5f);
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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", "jobspecific"));
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RemoveCompletedObjective(segments[1]);
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yield return new WaitForSeconds(2f);
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TriggerTutorialSegment(2);
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@@ -175,8 +176,9 @@ namespace Barotrauma.Tutorials
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{
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yield return new WaitForSeconds(1.5f);
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GameMain.GameSession.CrewManager.HighlightOrderButton(captain_security, "operateweapons", highlightColor, new Vector2(5, 5));
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HighlightOrderOption("fireatwill");
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}
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while (!HasOrder(captain_security, "operateweapons"));
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while (!HasOrder(captain_security, "operateweapons", "fireatwill"));
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RemoveCompletedObjective(segments[2]);
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yield return new WaitForSeconds(4f);
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TriggerTutorialSegment(3);
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@@ -185,6 +187,7 @@ namespace Barotrauma.Tutorials
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{
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yield return new WaitForSeconds(1.5f);
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GameMain.GameSession.CrewManager.HighlightOrderButton(captain_engineer, "operatereactor", highlightColor, new Vector2(5, 5));
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HighlightOrderOption("powerup");
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}
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while (!HasOrder(captain_engineer, "operatereactor", "powerup"));
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RemoveCompletedObjective(segments[3]);
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@@ -236,6 +239,30 @@ namespace Barotrauma.Tutorials
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CoroutineManager.StartCoroutine(TutorialCompleted());
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}
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private void HighlightOrderOption(string option)
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{
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if (GameMain.GameSession.CrewManager.OrderOptionButtons.Count == 0) return;
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var order = GameMain.GameSession.CrewManager.OrderOptionButtons[0].UserData as Order;
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int orderIndex = 0;
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for (int i = 0; i < GameMain.GameSession.CrewManager.OrderOptionButtons.Count; i++)
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{
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if (orderIndex >= order.Options.Length)
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{
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orderIndex = 0;
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}
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if (order.Options[orderIndex] == option)
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{
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if (GameMain.GameSession.CrewManager.OrderOptionButtons[i].Frame.FlashTimer <= 0)
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{
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GameMain.GameSession.CrewManager.OrderOptionButtons[i].Frame.Flash(highlightColor);
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}
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}
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orderIndex++;
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}
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}
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private bool IsSelectedItem(Item item)
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{
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return captain?.SelectedConstruction == item;
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