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
@@ -91,27 +91,35 @@ namespace Barotrauma
set { savePath = value; }
}
public GameSession(Submarine submarine, string savePath, GameModePreset gameModePreset = null, string missionType = "")
public GameSession(Submarine submarine, string savePath, GameModePreset gameModePreset, string missionType = "")
: this(submarine, savePath)
{
GameMode = gameModePreset.Instantiate(missionType);
}
public GameSession(Submarine submarine, string savePath, GameModePreset gameModePreset, MissionPrefab missionPrefab)
: this(submarine, savePath)
{
GameMode = gameModePreset.Instantiate(missionPrefab);
}
private GameSession(Submarine submarine, string savePath)
{
Submarine.MainSub = submarine;
this.submarine = submarine;
GameMain.GameSession = this;
EventManager = new EventManager(this);
this.savePath = savePath;
#if CLIENT
CrewManager = new CrewManager();
infoButton = new GUIButton(new Rectangle(10, 10, 100, 20), "Info", "", null);
infoButton.OnClicked = ToggleInfoFrame;
#endif
if (gameModePreset != null) GameMode = gameModePreset.Instantiate(missionType);
this.submarine = submarine;
}
public GameSession(Submarine selectedSub, string saveFile, XDocument doc)
: this(selectedSub, saveFile)
{