using System; using System.Linq; using System.Xml.Linq; namespace Barotrauma { class RemoveItemAction : EventAction { [Serialize("", true)] public string TargetTag { get; set; } [Serialize("", true)] public string ItemIdentifier { get; set; } [Serialize(1, true)] public int Amount { get; set; } public RemoveItemAction(ScriptedEvent parentEvent, XElement element) : base(parentEvent, element) { } private bool isFinished = false; public override bool IsFinished(ref string goTo) { return isFinished; } public override void Reset() { isFinished = false; } public override void Update(float deltaTime) { if (isFinished) { return; } var targets = ParentEvent.GetTargets(TargetTag) .Where(t => t is Character chr && chr.Inventory != null) .Select(t => t as Character).ToList(); if (targets.Count <= 0) { return; } int count = Amount; while (count > 0 && targets.Count > 0) { var items = targets[0].Inventory.Items; for (int i = 0; i < items.Length; i++) { if (items[i] != null && items[i].Prefab.Identifier.Equals(ItemIdentifier, StringComparison.InvariantCultureIgnoreCase)) { Entity.Spawner.AddToRemoveQueue(items[i]); count--; if (count <= 0) { break; } } } targets.RemoveAt(0); } isFinished = true; } } }