Option to choose which submarine to use as the respawn shuttle, submarines can be given "tags" (atm just shuttle and HideInMenu), separate saving window in sub editor

This commit is contained in:
Regalis
2016-08-05 14:06:05 +03:00
parent 581a7d5d9f
commit d55926a352
8 changed files with 363 additions and 75 deletions

View File

@@ -286,7 +286,8 @@ namespace Barotrauma.Networking
submarines.Add(new Submarine(mySubPath, subHash, false));
}
GameMain.NetLobbyScreen.UpdateSubList(submarines);
GameMain.NetLobbyScreen.UpdateSubList(GameMain.NetLobbyScreen.SubList, Submarine.SavedSubmarines);
GameMain.NetLobbyScreen.UpdateSubList(GameMain.NetLobbyScreen.ShuttleList.ListBox, Submarine.SavedSubmarines);
//add the name of own client to the lobby screen
GameMain.NetLobbyScreen.AddPlayer(name);
@@ -367,7 +368,9 @@ namespace Barotrauma.Networking
List<Submarine> subList = GameMain.NetLobbyScreen.GetSubList();
GameMain.NetLobbyScreen = new NetLobbyScreen();
GameMain.NetLobbyScreen.UpdateSubList(subList);
GameMain.NetLobbyScreen.UpdateSubList(GameMain.NetLobbyScreen.SubList, subList);
GameMain.NetLobbyScreen.UpdateSubList(GameMain.NetLobbyScreen.ShuttleList.ListBox, subList);
GameMain.NetLobbyScreen.Select();
}
connected = true;
@@ -486,7 +489,11 @@ namespace Barotrauma.Networking
string subName = inc.ReadString();
string subHash = inc.ReadString();
if (GameMain.NetLobbyScreen.TrySelectSub(subName,subHash))
string shuttleName = inc.ReadString();
string shuttleHash = inc.ReadString();
if (GameMain.NetLobbyScreen.TrySelectSub(subName,subHash,GameMain.NetLobbyScreen.SubList) &&
GameMain.NetLobbyScreen.TrySelectSub(shuttleName, shuttleHash, GameMain.NetLobbyScreen.ShuttleList.ListBox))
{
NetOutgoingMessage readyToStartMsg = client.CreateMessage();
readyToStartMsg.Write((byte)PacketTypes.StartGame);
@@ -636,8 +643,11 @@ namespace Barotrauma.Networking
int missionTypeIndex = inc.ReadByte();
string mapName = inc.ReadString();
string mapHash = inc.ReadString();
string subName = inc.ReadString();
string subHash = inc.ReadString();
string shuttleName = inc.ReadString();
string shuttleHash = inc.ReadString();
string modeName = inc.ReadString();
@@ -651,11 +661,15 @@ namespace Barotrauma.Networking
yield return CoroutineStatus.Success;
}
if (!GameMain.NetLobbyScreen.TrySelectSub(mapName, mapHash))
if (!GameMain.NetLobbyScreen.TrySelectSub(subName, subHash, GameMain.NetLobbyScreen.SubList))
{
yield return CoroutineStatus.Success;
}
if (!GameMain.NetLobbyScreen.TrySelectSub(shuttleName, shuttleHash, GameMain.NetLobbyScreen.ShuttleList.ListBox))
{
yield return CoroutineStatus.Success;
}
Rand.SetSyncedSeed(seed);
//int gameModeIndex = inc.ReadInt32();
@@ -663,7 +677,7 @@ namespace Barotrauma.Networking
GameMain.GameSession = new GameSession(GameMain.NetLobbyScreen.SelectedSub, "", gameMode, Mission.MissionTypes[missionTypeIndex]);
GameMain.GameSession.StartShift(levelSeed);
if (respawnAllowed) respawnManager = new RespawnManager(this);
if (respawnAllowed) respawnManager = new RespawnManager(this, GameMain.NetLobbyScreen.SelectedShuttle);
//myCharacter = ReadCharacterData(inc);