(50c25dbf6) Added a "back" button that closes the credits, minor credits tweaks

This commit is contained in:
Joonas Rikkonen
2019-05-16 05:50:39 +03:00
parent ef374ada71
commit fd7dfebd3a
49 changed files with 1733 additions and 1873 deletions
@@ -64,7 +64,8 @@ namespace Barotrauma
private Order(XElement orderElement)
{
AITag = orderElement.GetAttributeString("aitag", "");
Name = TextManager.Get("OrderName." + AITag, true) ?? "Name not found";
Name = TextManager.Get("OrderName." + AITag, true) ?? orderElement.GetAttributeString("name", "Name not found");
DoingText = TextManager.Get("OrderNameDoing." + AITag, true) ?? orderElement.GetAttributeString("doingtext", "");
string targetItemType = orderElement.GetAttributeString("targetitemtype", "");
if (!string.IsNullOrWhiteSpace(targetItemType))
@@ -126,6 +127,7 @@ namespace Barotrauma
Name = prefab.Name;
AITag = prefab.AITag;
DoingText = prefab.DoingText;
ItemComponentType = prefab.ItemComponentType;
Options = prefab.Options;
SymbolSprite = prefab.SymbolSprite;
@@ -140,10 +142,8 @@ namespace Barotrauma
{
if (UseController)
{
//try finding the controller with the simpler non-recursive method first
ConnectedController =
targetItem.Item.GetConnectedComponents<Controller>().FirstOrDefault() ??
targetItem.Item.GetConnectedComponents<Controller>(recursive: true).FirstOrDefault();
var controllers = targetItem.Item.GetConnectedComponents<Controller>();
if (controllers.Count > 0) ConnectedController = controllers[0];
}
TargetEntity = targetItem.Item;
TargetItemComponent = targetItem;