v0.10.6.2

This commit is contained in:
Joonas Rikkonen
2020-10-29 17:55:26 +02:00
parent 20a69375ca
commit bbf06f0984
255 changed files with 6196 additions and 3096 deletions

View File

@@ -161,7 +161,7 @@ namespace Barotrauma.Tutorials
do { yield return null; } while (!captain_medicObjectiveSensor.MotionDetected);
GameMain.GameSession?.CrewManager.AddSinglePlayerChatMessage(captain_medic.Info.DisplayName, TextManager.Get("Captain.Radio.Medic"), ChatMessageType.Radio, null);
yield return new WaitForSeconds(2f, false);
GameMain.GameSession.CrewManager.ToggleCrewListOpen = true;
GameMain.GameSession.CrewManager.AutoShowCrewList();
GameMain.GameSession.CrewManager.AddCharacter(captain_medic);
TriggerTutorialSegment(0, GameMain.Config.KeyBindText(InputType.Command));
do
@@ -186,8 +186,7 @@ namespace Barotrauma.Tutorials
// TODO: Rework order highlighting for new command UI
// GameMain.GameSession.CrewManager.HighlightOrderButton(captain_mechanic, "repairsystems", highlightColor, new Vector2(5, 5));
//HighlightOrderOption("jobspecific");
}
while (!HasOrder(captain_mechanic, "repairsystems"));
} while (!HasOrder(captain_mechanic, "repairsystems") && !HasOrder(captain_mechanic, "repairmechanical") && !HasOrder(captain_mechanic, "repairelectrical"));
RemoveCompletedObjective(segments[1]);
yield return new WaitForSeconds(2f, false);
TriggerTutorialSegment(2, GameMain.Config.KeyBindText(InputType.Command));

View File

@@ -275,7 +275,7 @@ namespace Barotrauma.Tutorials
GameMain.GameSession.CrewManager.AllowCharacterSwitch = false;
GameMain.GameSession.CrewManager.AddCharacter(doctor);
GameMain.GameSession.CrewManager.AddCharacter(patient1);
GameMain.GameSession.CrewManager.ToggleCrewListOpen = true;
GameMain.GameSession.CrewManager.AutoShowCrewList();
patient1.CharacterHealth.UseHealthWindow = false;
yield return new WaitForSeconds(3.0f, false);

View File

@@ -87,9 +87,9 @@ namespace Barotrauma.Tutorials
radioSpeakerName = TextManager.Get("Tutorial.Radio.Speaker");
engineer = Character.Controlled;
var toolbox = FindOrGiveItem(engineer, "toolbox");
toolbox.Unequip(engineer);
engineer.Inventory.RemoveItem(toolbox);
var toolbelt = FindOrGiveItem(engineer, "toolbelt");
toolbelt.Unequip(engineer);
engineer.Inventory.RemoveItem(toolbelt);
var repairOrder = Order.GetPrefab("repairsystems");
engineer_repairIcon = repairOrder.SymbolSprite;
@@ -123,7 +123,7 @@ namespace Barotrauma.Tutorials
// Room 3
engineer_reactorObjectiveSensor = Item.ItemList.Find(i => i.HasTag("engineer_reactorobjectivesensor")).GetComponent<MotionSensor>();
tutorial_oxygenGenerator = Item.ItemList.Find(i => i.HasTag("tutorial_oxygengenerator")).GetComponent<Powered>();
tutorial_oxygenGenerator = Item.ItemList.Find(i => i.HasTag("tutorial_oxygengenerator")).GetComponent<OxygenGenerator>();
engineer_reactor = Item.ItemList.Find(i => i.HasTag("engineer_reactor")).GetComponent<Reactor>();
engineer_reactor.FireDelay = engineer_reactor.MeltdownDelay = float.PositiveInfinity;
engineer_reactor.FuelConsumptionRate = 0.0f;
@@ -311,6 +311,8 @@ namespace Barotrauma.Tutorials
}
yield return null;
} while (engineer_reactor.AvailableFuel == 0);
RemoveCompletedObjective(segments[1]);
TriggerTutorialSegment(2);
CoroutineManager.StartCoroutine(ReactorOperatedProperly());
do
{
@@ -352,7 +354,7 @@ namespace Barotrauma.Tutorials
} while (wait > 0.0f);
engineer.SelectedConstruction = null;
engineer_reactor.CanBeSelected = false;
RemoveCompletedObjective(segments[1]);
RemoveCompletedObjective(segments[2]);
SetHighlight(engineer_reactor.Item, false);
SetHighlight(engineer_brokenJunctionBox, true);
SetDoorAccess(engineer_secondDoor, engineer_secondDoorLight, true);
@@ -361,7 +363,7 @@ namespace Barotrauma.Tutorials
do { yield return null; } while (!engineer_secondDoor.IsOpen);
yield return new WaitForSeconds(1f, false);
Repairable repairableJunctionBoxComponent = engineer_brokenJunctionBox.GetComponent<Repairable>();
TriggerTutorialSegment(2, GameMain.Config.KeyBindText(InputType.Select)); // Repair the junction box
TriggerTutorialSegment(3, GameMain.Config.KeyBindText(InputType.Select)); // Repair the junction box
do
{
if (!engineer.HasEquippedItem("screwdriver"))
@@ -378,7 +380,7 @@ namespace Barotrauma.Tutorials
yield return null;
} while (engineer_brokenJunctionBox.Condition < repairableJunctionBoxComponent.RepairThreshold); // Wait until repaired
SetHighlight(engineer_brokenJunctionBox, false);
RemoveCompletedObjective(segments[2]);
RemoveCompletedObjective(segments[3]);
SetDoorAccess(engineer_thirdDoor, engineer_thirdDoorLight, true);
for (int i = 0; i < engineer_disconnectedJunctionBoxes.Length; i++)
{
@@ -389,14 +391,14 @@ namespace Barotrauma.Tutorials
do { yield return null; } while (!engineer_thirdDoor.IsOpen);
GameMain.GameSession.CrewManager.AddSinglePlayerChatMessage(radioSpeakerName, TextManager.Get("Engineer.Radio.FaultyWiring"), ChatMessageType.Radio, null);
yield return new WaitForSeconds(2f, false);
TriggerTutorialSegment(3, GameMain.Config.KeyBindText(InputType.Use), GameMain.Config.KeyBindText(InputType.Deselect)); // Connect the junction boxes
TriggerTutorialSegment(4, GameMain.Config.KeyBindText(InputType.Use), GameMain.Config.KeyBindText(InputType.Deselect)); // Connect the junction boxes
do { CheckGhostWires(); HandleJunctionBoxWiringHighlights(); yield return null; } while (engineer_workingPump.Voltage < engineer_workingPump.MinVoltage); // Wait until connected all the way to the pump
CheckGhostWires();
for (int i = 0; i < engineer_disconnectedJunctionBoxes.Length; i++)
{
SetHighlight(engineer_disconnectedJunctionBoxes[i].Item, false);
}
RemoveCompletedObjective(segments[3]);
RemoveCompletedObjective(segments[4]);
do { yield return null; } while (engineer_workingPump.Item.CurrentHull.WaterPercentage > waterVolumeBeforeOpening); // Wait until drained
wiringActive = false;
SetDoorAccess(engineer_fourthDoor, engineer_fourthDoorLight, true);
@@ -406,7 +408,7 @@ namespace Barotrauma.Tutorials
do { yield return null; } while (!tutorial_enteredSubmarineSensor.MotionDetected);
GameMain.GameSession.CrewManager.AddSinglePlayerChatMessage(radioSpeakerName, TextManager.Get("Engineer.Radio.Submarine"), ChatMessageType.Radio, null);
yield return new WaitForSeconds(2f, false);
TriggerTutorialSegment(4); // Repair junction box
TriggerTutorialSegment(5); // Repair junction box
while (ContentRunning) yield return null;
engineer.AddActiveObjectiveEntity(engineer_submarineJunctionBox_1, engineer_repairIcon, engineer_repairIconColor);
engineer.AddActiveObjectiveEntity(engineer_submarineJunctionBox_2, engineer_repairIcon, engineer_repairIconColor);
@@ -422,16 +424,16 @@ namespace Barotrauma.Tutorials
// 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);
CheckJunctionBoxHighlights(repairableJunctionBoxComponent1, repairableJunctionBoxComponent2, repairableJunctionBoxComponent3);
RemoveCompletedObjective(segments[4]);
RemoveCompletedObjective(segments[5]);
yield return new WaitForSeconds(2f, false);
TriggerTutorialSegment(5); // Powerup reactor
TriggerTutorialSegment(6); // Powerup reactor
SetHighlight(engineer_submarineReactor.Item, true);
engineer.AddActiveObjectiveEntity(engineer_submarineReactor.Item, engineer_reactorIcon, engineer_reactorIconColor);
do { yield return null; } while (!IsReactorPoweredUp(engineer_submarineReactor)); // Wait until ~matches load
engineer.RemoveActiveObjectiveEntity(engineer_submarineReactor.Item);
SetHighlight(engineer_submarineReactor.Item, false);
RemoveCompletedObjective(segments[5]);
RemoveCompletedObjective(segments[6]);
GameMain.GameSession.CrewManager.AddSinglePlayerChatMessage(radioSpeakerName, TextManager.Get("Engineer.Radio.Complete"), ChatMessageType.Radio, null);
yield return new WaitForSeconds(4f, false);

View File

@@ -87,9 +87,9 @@ namespace Barotrauma.Tutorials
radioSpeakerName = TextManager.Get("Tutorial.Radio.Speaker");
mechanic = Character.Controlled;
var toolbox = FindOrGiveItem(mechanic, "toolbox");
toolbox.Unequip(mechanic);
mechanic.Inventory.RemoveItem(toolbox);
var toolbelt = FindOrGiveItem(mechanic, "toolbelt");
toolbelt.Unequip(mechanic);
mechanic.Inventory.RemoveItem(toolbelt);
var crowbar = FindOrGiveItem(mechanic, "crowbar");
crowbar.Unequip(mechanic);
@@ -141,7 +141,7 @@ namespace Barotrauma.Tutorials
mechanic_brokenWall_1.SpriteColor = Color.White;
for (int i = 0; i < mechanic_brokenWall_1.SectionCount; i++)
{
mechanic_brokenWall_1.AddDamage(i, 165);
mechanic_brokenWall_1.AddDamage(i, 85);
}
mechanic_brokenhull_1 = mechanic_brokenWall_1.Sections[0].gap.FlowTargetHull;
@@ -199,7 +199,7 @@ namespace Barotrauma.Tutorials
mechanic_brokenWall_2.SpriteColor = Color.White;
for (int i = 0; i < mechanic_brokenWall_2.SectionCount; i++)
{
mechanic_brokenWall_2.AddDamage(i, 165);
mechanic_brokenWall_2.AddDamage(i, 85);
}
mechanic_brokenhull_2 = mechanic_brokenWall_2.Sections[0].gap.FlowTargetHull;
SetDoorAccess(tutorial_submarineDoor, tutorial_submarineDoorLight, false);

View File

@@ -362,10 +362,10 @@ namespace Barotrauma.Tutorials
SetHighlight(officer_rangedWeaponHolder.Item, false);
do
{
HighlightInventorySlot(officer.Inventory, "harpoongun", highlightColor, 0.5f, 0.5f, 0f);
HighlightInventorySlot(officer.Inventory, "shotgun", highlightColor, 0.5f, 0.5f, 0f);
yield return null;
} while (!officer.HasEquippedItem("harpoongun")); // Wait until equipped
ItemContainer harpoonGunChamber = officer.Inventory.FindItemByIdentifier("harpoongun").GetComponent<ItemContainer>();
} while (!officer.HasEquippedItem("shotgun")); // Wait until equipped
ItemContainer shotGunChamber = officer.Inventory.FindItemByIdentifier("shotgun").GetComponent<ItemContainer>();
SetHighlight(officer_rangedWeaponCabinet.Item, true);
do
{
@@ -376,7 +376,7 @@ namespace Barotrauma.Tutorials
for (int i = 0; i < officer_rangedWeaponCabinet.Inventory.Items.Length; i++)
{
if (officer_rangedWeaponCabinet.Inventory.Items[i] == null) continue;
if (officer_rangedWeaponCabinet.Inventory.Items[i].Prefab.Identifier == "spear")
if (officer_rangedWeaponCabinet.Inventory.Items[i].Prefab.Identifier == "shotgunshell")
{
HighlightInventorySlot(officer_rangedWeaponCabinet.Inventory, i, highlightColor, 0.5f, 0.5f, 0f);
}
@@ -387,18 +387,18 @@ namespace Barotrauma.Tutorials
for (int i = 0; i < officer.Inventory.Items.Length; i++)
{
if (officer.Inventory.Items[i] == null) continue;
if (officer.Inventory.Items[i].Prefab.Identifier == "spear")
if (officer.Inventory.Items[i].Prefab.Identifier == "shotgunshell")
{
HighlightInventorySlot(officer.Inventory, i, highlightColor, 0.5f, 0.5f, 0f);
}
}
if (officer.Inventory.FindItemByIdentifier("spear") != null || (IsSelectedItem(officer_rangedWeaponCabinet.Item) && officer_rangedWeaponCabinet.Inventory.FindItemByIdentifier("spear") != null))
if (officer.Inventory.FindItemByIdentifier("shotgunshell") != null || (IsSelectedItem(officer_rangedWeaponCabinet.Item) && officer_rangedWeaponCabinet.Inventory.FindItemByIdentifier("shotgunshell") != null))
{
HighlightInventorySlot(officer.Inventory, "harpoongun", highlightColor, 0.5f, 0.5f, 0f);
HighlightInventorySlot(officer.Inventory, "shotgun", highlightColor, 0.5f, 0.5f, 0f);
}
yield return null;
} while (!harpoonGunChamber.Inventory.IsFull()); // Wait until all six harpoons loaded
} while (!shotGunChamber.Inventory.IsFull()); // Wait until all six harpoons loaded
RemoveCompletedObjective(segments[5]);
SetHighlight(officer_rangedWeaponCabinet.Item, false);
SetDoorAccess(officer_fourthDoor, officer_fourthDoorLight, true);

View File

@@ -584,8 +584,8 @@ namespace Barotrauma.Tutorials
}
infoBlock.RectTransform.NonScaledSize = new Point(infoBlock.Rect.Width, (int)(infoContent.Children.Sum(c => c.Rect.Height + infoContent.AbsoluteSpacing) / infoContent.RectTransform.RelativeSize.Y));
GUI.PlayUISound(GUISoundType.UIMessage);
SoundPlayer.PlayUISound(GUISoundType.UIMessage);
return background;
}