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
@@ -47,20 +47,20 @@ namespace Barotrauma
{
if (winner == -1) return "";
return successMessage
return SuccessMessage
.Replace("[loser]", teamNames[1 - winner])
.Replace("[winner]", teamNames[winner]);
}
}
public CombatMission(XElement element, Location[] locations)
: base(element, locations)
public CombatMission(MissionPrefab prefab, Location[] locations)
: base(prefab, locations)
{
descriptions = new string[]
{
element.GetAttributeString("descriptionneutral", ""),
element.GetAttributeString("description1", ""),
element.GetAttributeString("description2", "")
prefab.ConfigElement.GetAttributeString("descriptionneutral", ""),
prefab.ConfigElement.GetAttributeString("description1", ""),
prefab.ConfigElement.GetAttributeString("description2", "")
};
for (int i = 0; i < descriptions.Length; i++)
@@ -73,8 +73,8 @@ namespace Barotrauma
teamNames = new string[]
{
element.GetAttributeString("teamname1", "Team A"),
element.GetAttributeString("teamname2", "Team B")
prefab.ConfigElement.GetAttributeString("teamname1", "Team A"),
prefab.ConfigElement.GetAttributeString("teamname2", "Team B")
};
}