using System.Linq; namespace Barotrauma { /// /// Gives experience to a specific character. /// class GiveExpAction : EventAction { [Serialize(0, IsPropertySaveable.Yes, description: "The amount of experience to give. Cannot be negative.")] public int Amount { get; set; } [Serialize("", IsPropertySaveable.Yes, description: "Tag of the character(s) to give the experience to.")] public Identifier TargetTag { get; set; } public GiveExpAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element) { if (TargetTag.IsEmpty) { DebugConsole.ThrowError($"Error in event \"{parentEvent.Prefab.Identifier}\": {nameof(GiveExpAction)} without a target tag (the action needs to know whose skill to check).", contentPackage: element.ContentPackage); } } 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(e => e is Character).Select(e => e as Character); foreach (var target in targets) { target.Info?.GiveExperience(Amount); } isFinished = true; } public override string ToDebugString() { return $"{ToolBox.GetDebugSymbol(isFinished)} {nameof(GiveExpAction)} -> (TargetTag: {TargetTag.ColorizeObject()}, " + $"Amount: {Amount.ColorizeObject()})"; } } }