Files
LuaCsForBarotraumaEP/BarotraumaServer/Source/Screens/NetLobbyScreen.cs
juanjp600 0740579f62 Ingame syncing kinda works
Reminder to self: Submarines must spawn attached shuttles in Dedicated Server, must've been something I missed when moving over client-specific code
2017-06-20 22:28:18 -03:00

84 lines
2.0 KiB
C#

using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Barotrauma.Networking;
using System.Linq;
using System.Collections.Generic;
using System.Reflection;
using System.ComponentModel;
namespace Barotrauma
{
partial class NetLobbyScreen : Screen
{
public Submarine SelectedSub;
public Submarine SelectedShuttle;
private GameModePreset[] GameModes;
public int SelectedModeIndex;
public GameModePreset SelectedMode
{
get { return GameModes[SelectedModeIndex]; }
}
public string ServerMessageText;
public int MissionTypeIndex;
public List<JobPrefab> JobPreferences
{
get
{
return null;
}
}
public NetLobbyScreen()
{
LevelSeed = ToolBox.RandomSeed(8);
subs = Submarine.SavedSubmarines.Where(s => !s.HasTag(SubmarineTag.HideInMenus)).ToList();
SelectedSub = subs[0];
SelectedShuttle = subs[0]; //TODO: don't use the same sub as a shuttle by default
DebugConsole.NewMessage("Selected sub: " + SelectedSub.Name, Color.White);
DebugConsole.NewMessage("Selected shuttle: " + SelectedShuttle.Name, Color.White);
GameModes = GameModePreset.list.ToArray();
}
public override void Select()
{
}
private List<Submarine> subs;
public List<Submarine> GetSubList()
{
return subs;
}
public string LevelSeed
{
get
{
return levelSeed;
}
set
{
if (levelSeed == value) return;
levelSeed = value;
LocationType.Random(levelSeed); //call to sync up with clients
}
}
public bool StartButtonEnabled
{
get { return true; }
set { /* do nothing */ }
}
}
}