namespace Barotrauma; partial class TutorialHighlightAction : EventAction { [Serialize("", IsPropertySaveable.Yes)] public Identifier TargetTag { get; set; } [Serialize(true, IsPropertySaveable.Yes)] public bool State { get; set; } private bool isFinished; public TutorialHighlightAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element) { if (GameMain.NetworkMember != null) { DebugConsole.ThrowError($"Error in event \"{parentEvent.Prefab.Identifier}\": {nameof(TutorialHighlightAction)} is not supported in multiplayer."); } } public override void Update(float deltaTime) { if (isFinished) { return; } UpdateProjSpecific(); isFinished = true; } partial void UpdateProjSpecific(); public override bool IsFinished(ref string goToLabel) => isFinished; public override void Reset() => isFinished = false; }