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