(f2e516dfe) v0.9.3.2
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@@ -199,6 +199,7 @@ namespace Barotrauma.Tutorials
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SetHighlight(captain_navConsole.Item, true);
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SetHighlight(captain_sonar.Item, true);
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SetHighlight(captain_statusMonitor, true);
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captain_navConsole.UseAutoDocking = false;
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do
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{
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//captain_navConsoleCustomInterface.HighlightElement(0, uiHighlightColor, duration: 1.0f, pulsateAmount: 0.0f);
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@@ -221,6 +222,7 @@ namespace Barotrauma.Tutorials
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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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captain_navConsole.UseAutoDocking = true;
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yield return new WaitForSeconds(4f, false);
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TriggerTutorialSegment(6); // Docking
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do
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@@ -256,6 +256,7 @@ namespace Barotrauma.Tutorials
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GameMain.GameSession.CrewManager.AddCharacter(doctor);
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GameMain.GameSession.CrewManager.AddCharacter(patient1);
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GameMain.GameSession.CrewManager.ToggleCrewAreaOpen = true;
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patient1.CharacterHealth.UseHealthWindow = false;
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yield return new WaitForSeconds(3.0f, false);
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patient1.AIController.Enabled = true;
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@@ -277,6 +278,7 @@ namespace Barotrauma.Tutorials
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RemoveCompletedObjective(segments[3]);
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SetHighlight(doctor_medBayCabinet.Item, true);
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SetDoorAccess(doctor_thirdDoor, doctor_thirdDoorLight, true);
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patient1.CharacterHealth.UseHealthWindow = true;
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yield return new WaitForSeconds(2.0f, false);
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+26
-6
@@ -169,7 +169,9 @@ namespace Barotrauma.Tutorials
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}
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engineer_wire_1 = Item.ItemList.Find(i => i.HasTag("engineer_wire_1"));
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engineer_wire_1.SpriteColor = Color.Transparent;
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engineer_wire_2 = Item.ItemList.Find(i => i.HasTag("engineer_wire_2"));
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engineer_wire_2.SpriteColor = Color.Transparent;
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engineer_lamp_1 = Item.ItemList.Find(i => i.HasTag("engineer_lamp_1")).GetComponent<Powered>();
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engineer_lamp_2 = Item.ItemList.Find(i => i.HasTag("engineer_lamp_2")).GetComponent<Powered>();
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engineer_fourthDoor = Item.ItemList.Find(i => i.HasTag("engineer_fourthdoor")).GetComponent<Door>();
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@@ -416,6 +418,8 @@ namespace Barotrauma.Tutorials
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do { CheckJunctionBoxHighlights(); yield return null; } while (!engineer_submarineJunctionBox_1.IsFullCondition || !engineer_submarineJunctionBox_2.IsFullCondition || !engineer_submarineJunctionBox_3.IsFullCondition);
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CheckJunctionBoxHighlights();
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RemoveCompletedObjective(segments[4]);
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yield return new WaitForSeconds(2f, false);
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TriggerTutorialSegment(5); // Powerup reactor
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SetHighlight(engineer_submarineReactor.Item, true);
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engineer.AddActiveObjectiveEntity(engineer_submarineReactor.Item, engineer_reactorIcon, engineer_reactorIconColor);
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@@ -425,6 +429,8 @@ namespace Barotrauma.Tutorials
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RemoveCompletedObjective(segments[5]);
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GameMain.GameSession.CrewManager.AddSinglePlayerChatMessage(radioSpeakerName, TextManager.Get("Engineer.Radio.Complete"), ChatMessageType.Radio, null);
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yield return new WaitForSeconds(4f, false);
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CoroutineManager.StartCoroutine(TutorialCompleted());
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}
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@@ -472,17 +478,31 @@ namespace Barotrauma.Tutorials
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private void CheckGhostWires()
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{
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if (engineer_wire_1 != null && engineer_lamp_1.Voltage > engineer_lamp_1.MinVoltage)
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Color wireColor =
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Color.Orange *
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MathHelper.Lerp(0.25f, 0.75f, (float)(Math.Sin((Timing.TotalTime * 4.0f)) + 1.0f) / 2.0f);
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if (engineer_wire_1 != null)
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{
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engineer_wire_1.Remove();
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engineer_wire_1 = null;
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engineer_wire_1.SpriteColor = wireColor;
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if (engineer_lamp_1.Voltage > engineer_lamp_1.MinVoltage)
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{
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engineer_wire_1.Remove();
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engineer_wire_1 = null;
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}
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}
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if (engineer_wire_2 != null && engineer_lamp_2.Voltage > engineer_lamp_2.MinVoltage)
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if (engineer_wire_2 != null)
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{
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engineer_wire_2.Remove();
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engineer_wire_2 = null;
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engineer_wire_2.SpriteColor = wireColor;
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if (engineer_lamp_2.Voltage > engineer_lamp_2.MinVoltage)
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{
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engineer_wire_2.Remove();
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engineer_wire_2 = null;
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}
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}
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}
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private void HandleJunctionBoxWiringHighlights()
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@@ -526,6 +526,8 @@ namespace Barotrauma.Tutorials
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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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yield return new WaitForSeconds(2f, false);
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TriggerTutorialSegment(9, GameMain.Config.KeyBind(InputType.Use)); // Repairing machinery (pump)
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SetHighlight(mechanic_brokenPump.Item, true);
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mechanic_brokenPump.CanBeSelected = true;
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+1
-1
@@ -373,7 +373,7 @@ namespace Barotrauma.Tutorials
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HighlightInventorySlot(officer.Inventory, "harpoongun", highlightColor, 0.5f, 0.5f, 0f);
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}
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yield return null;
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} while (!harpoonGunChamber.Inventory.IsFull()); // Wait until all five harpons loaded
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} while (!harpoonGunChamber.Inventory.IsFull()); // Wait until all six harpoons loaded
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RemoveCompletedObjective(segments[5]);
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SetHighlight(officer_rangedWeaponCabinet.Item, false);
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SetDoorAccess(officer_fourthDoor, officer_fourthDoorLight, true);
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