(1587318e9) Don't show the combat mission success text if it hasn't been translated

This commit is contained in:
Joonas Rikkonen
2019-05-23 15:13:40 +03:00
parent 88605bd060
commit aea21aa9d4
2 changed files with 23 additions and 18 deletions
@@ -61,25 +61,27 @@ namespace Barotrauma
} }
//don't show the mission info if the mission was not completed and there's no localized "mission failed" text available //don't show the mission info if the mission was not completed and there's no localized "mission failed" text available
if (GameMain.GameSession.Mission != null && if (GameMain.GameSession.Mission != null)
(GameMain.GameSession.Mission.Completed || !string.IsNullOrEmpty(GameMain.GameSession.Mission.FailureMessage)))
{ {
//spacing string message = GameMain.GameSession.Mission.Completed ? GameMain.GameSession.Mission.SuccessMessage : GameMain.GameSession.Mission.FailureMessage;
new GUIFrame(new RectTransform(new Vector2(1.0f, 0.1f), infoTextBox.Content.RectTransform), style: null); if (!string.IsNullOrEmpty(message))
new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.0f), infoTextBox.Content.RectTransform),
TextManager.AddPunctuation(':', TextManager.Get("Mission"), GameMain.GameSession.Mission.Name),
font: GUI.LargeFont);
var missionInfo = new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.0f), infoTextBox.Content.RectTransform),
GameMain.GameSession.Mission.Completed ? GameMain.GameSession.Mission.SuccessMessage : GameMain.GameSession.Mission.FailureMessage,
wrap: true);
if (GameMain.GameSession.Mission.Completed && singleplayer)
{ {
var missionReward = new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.0f), infoTextBox.Content.RectTransform), //spacing
TextManager.Get("MissionReward").Replace("[reward]", GameMain.GameSession.Mission.Reward.ToString())); new GUIFrame(new RectTransform(new Vector2(1.0f, 0.1f), infoTextBox.Content.RectTransform), style: null);
}
new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.0f), infoTextBox.Content.RectTransform),
TextManager.AddPunctuation(':', TextManager.Get("Mission"), GameMain.GameSession.Mission.Name),
font: GUI.LargeFont);
var missionInfo = new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.0f), infoTextBox.Content.RectTransform),
message, wrap: true);
if (GameMain.GameSession.Mission.Completed && singleplayer)
{
var missionReward = new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.0f), infoTextBox.Content.RectTransform),
TextManager.Get("MissionReward").Replace("[reward]", GameMain.GameSession.Mission.Reward.ToString()));
}
}
} }
foreach (GUIComponent child in infoTextBox.Content.Children) foreach (GUIComponent child in infoTextBox.Content.Children)
@@ -36,7 +36,10 @@ namespace Barotrauma
{ {
get get
{ {
if (Winner == Character.TeamType.None) { return ""; } if (Winner == Character.TeamType.None || string.IsNullOrEmpty(base.SuccessMessage)) { return ""; }
//disable success message for now if it hasn't been translated
if (!TextManager.ContainsTag("MissionSuccess." + Prefab.Identifier)) { return ""; }
var loser = Winner == Character.TeamType.Team1 ? var loser = Winner == Character.TeamType.Team1 ?
Character.TeamType.Team2 : Character.TeamType.Team2 :