v1.4.4.1 (Blood in the Water Update)
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namespace Barotrauma;
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/// <summary>
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/// Enable or disable a specific layer in a specific submarine.
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/// </summary>
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class LayerAction : EventAction
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{
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[Serialize("", IsPropertySaveable.Yes, description: "Which layer to enable/disable. Use \"All\" to apply it to all layers.")]
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public Identifier Layer { get; set; }
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[Serialize(false, IsPropertySaveable.Yes, description: "Whether to enable or disable the layer.")]
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public bool Enabled { get; set; }
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[Serialize(TagAction.SubType.Any, IsPropertySaveable.Yes, description: "The type of submatine to enable or disable the layer in.")]
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public TagAction.SubType SubmarineType { get; set; }
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[Serialize(true, IsPropertySaveable.Yes, description: "Should the action continue if it can't find the specified layer in the specified submarine(s).")]
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public bool ContinueIfNotFound { get; set; }
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public LayerAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element) { }
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private bool isFinished;
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public override bool IsFinished(ref string goTo)
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{
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return isFinished;
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}
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public override void Reset()
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{
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isFinished = false;
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}
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public override void Update(float deltaTime)
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{
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if (isFinished) { return; }
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bool layerFound = false;
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foreach (var submarine in Submarine.Loaded)
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{
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if (!TagAction.SubmarineTypeMatches(submarine, SubmarineType)) { continue; }
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if (submarine.LayerExists(Layer))
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{
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submarine.SetLayerEnabled(Layer, Enabled, sendNetworkEvent: true);
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layerFound = true;
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}
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}
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if (ContinueIfNotFound)
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{
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isFinished = true;
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}
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else
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{
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if (layerFound) { isFinished = true; }
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}
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}
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public override string ToDebugString()
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{
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return $"{ToolBox.GetDebugSymbol(isFinished)} {nameof(LayerAction)} -> ({(Enabled ? "Enable" : "Disable")} {Layer.ColorizeObject()})";
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}
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}
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