Functional networkevent validation, functional single player saving, requireditem ui texts, titlescreen & loading

This commit is contained in:
Regalis
2015-07-19 02:44:42 +03:00
parent 237df18765
commit baa207985c
78 changed files with 1237 additions and 596 deletions
+17 -8
View File
@@ -31,18 +31,31 @@ namespace Subsurface
private Level level;
public Map map;
public Level Level
{
get { return level; }
}
public Map Map
{
get
{
SinglePlayerMode mode = (gameMode as SinglePlayerMode);
return (mode == null) ? null : mode.map;
}
}
public Submarine Submarine
{
get { return submarine; }
}
public string SavePath
{
get { return savePath; }
}
public GameSession(Submarine submarine, GameModePreset gameModePreset)
:this(submarine, gameModePreset.Instantiate())
{
@@ -57,8 +70,6 @@ namespace Subsurface
guiRoot = new GUIFrame(new Rectangle(0,0,Game1.GraphicsWidth,Game1.GraphicsWidth), Color.Transparent);
map = new Map(Rand.Int(), 500);
//int width = 350, height = 100;
//if (Game1.NetworkMember!=null)
//{
@@ -118,13 +129,13 @@ namespace Subsurface
StartShift(duration, level);
}
public void StartShift(TimeSpan duration, Level level)
public void StartShift(TimeSpan duration, Level level, bool reloadSub = true)
{
Lights.LightManager.FowEnabled = (Game1.Server==null);
this.level = level;
if (Submarine.Loaded != submarine) submarine.Load();
if (reloadSub || Submarine.Loaded != submarine) submarine.Load();
if (gameMode!=null) gameMode.Start(duration);
@@ -147,8 +158,6 @@ namespace Subsurface
else if (Game1.Client==null)
{
Game1.LobbyScreen.Select();
SaveUtil.SaveGame(savePath);
}
taskManager.EndShift();