Mission refactoring (mission prefabs) and option to select which types of missions can be selected when mission type is set to random (TODO: a way to set the allowed types from the UI).

This commit is contained in:
Joonas Rikkonen
2018-05-17 23:45:29 +03:00
parent 244acd3ec5
commit f931d81aed
15 changed files with 273 additions and 191 deletions
@@ -688,9 +688,9 @@ namespace Barotrauma
public void SetMissionType(int missionTypeIndex)
{
if (missionTypeIndex < 0 || missionTypeIndex >= Mission.MissionTypes.Count) return;
if (missionTypeIndex < 0 || missionTypeIndex >= MissionPrefab.MissionTypes.Count) return;
missionTypeBlock.GetChild<GUITextBlock>().Text = Mission.MissionTypes[missionTypeIndex];
missionTypeBlock.GetChild<GUITextBlock>().Text = MissionPrefab.MissionTypes[missionTypeIndex];
missionTypeBlock.UserData = missionTypeIndex;
}
@@ -701,8 +701,8 @@ namespace Barotrauma
int missionTypeIndex = (int)missionTypeBlock.UserData;
missionTypeIndex += (int)userData;
if (missionTypeIndex < 0) missionTypeIndex = Mission.MissionTypes.Count - 1;
if (missionTypeIndex >= Mission.MissionTypes.Count) missionTypeIndex = 0;
if (missionTypeIndex < 0) missionTypeIndex = MissionPrefab.MissionTypes.Count - 1;
if (missionTypeIndex >= MissionPrefab.MissionTypes.Count) missionTypeIndex = 0;
SetMissionType(missionTypeIndex);