62 lines
2.3 KiB
C#
62 lines
2.3 KiB
C#
namespace Barotrauma
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{
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/// <summary>
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/// Triggers another event (can also trigger things other than scripted events, for example monster events).
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/// </summary>
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class TriggerEventAction : EventAction
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{
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[Serialize("", IsPropertySaveable.Yes, description: "Identifier of the event to trigger.")]
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public Identifier Identifier { get; set; }
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[Serialize("", IsPropertySaveable.Yes, description: "Tag of the event to trigger.")]
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public Identifier EventTag { get; set; }
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[Serialize(false, IsPropertySaveable.Yes, description: "If set to true, the event will trigger at the beginning of the next round. Useful for e.g. triggering some scripted event in the outpost after you finish a mission.")]
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public bool NextRound { get; set; }
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private bool isFinished;
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public TriggerEventAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element) { }
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public override bool IsFinished(ref string goTo)
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{
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return isFinished;
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}
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public override void Reset()
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{
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isFinished = false;
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}
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public override void Update(float deltaTime)
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{
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if (isFinished) { return; }
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if (GameMain.GameSession?.EventManager != null)
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{
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if (NextRound)
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{
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GameMain.GameSession.EventManager.QueuedEventsForNextRound.Enqueue(Identifier);
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}
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else
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{
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EventPrefab eventPrefab = EventPrefab.FindEventPrefab(Identifier, EventTag, ParentEvent.Prefab.ContentPackage);
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if (eventPrefab != null)
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{
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var ev = eventPrefab.CreateInstance(GameMain.GameSession.EventManager.RandomSeed);
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if (ev != null)
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{
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GameMain.GameSession.EventManager.QueuedEvents.Enqueue(ev);
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}
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}
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}
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}
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isFinished = true;
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}
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public override string ToDebugString()
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{
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return $"{ToolBox.GetDebugSymbol(isFinished)} {nameof(TriggerEventAction)} -> (EventPrefab: {Identifier.ColorizeObject()})";
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}
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}
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} |