using System; using System.Collections.Generic; namespace Barotrauma { class HireManager { public List AvailableCharacters { get; set; } public List PendingHires = new List(); public const int MaxAvailableCharacters = 10; public HireManager() { AvailableCharacters = new List(); } public void RemoveCharacter(CharacterInfo character) { AvailableCharacters.Remove(character); } public void GenerateCharacters(Location location, int amount) { AvailableCharacters.ForEach(c => c.Remove()); AvailableCharacters.Clear(); for (int i = 0; i < amount; i++) { JobPrefab job = location.Type.GetRandomHireable(); if (job == null) { return; } var variant = Rand.Range(0, job.Variants, Rand.RandSync.Server); AvailableCharacters.Add(new CharacterInfo(CharacterPrefab.HumanSpeciesName, jobPrefab: job, variant: variant)); } } public void Remove() { AvailableCharacters.ForEach(c => c.Remove()); AvailableCharacters.Clear(); } } }