55 lines
1.7 KiB
C#
55 lines
1.7 KiB
C#
namespace Barotrauma
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{
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class GodModeAction : EventAction
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{
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[Serialize(true, IsPropertySaveable.Yes)]
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public bool Enabled { get; set; }
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[Serialize(false, IsPropertySaveable.Yes, description: "Should the character's active afflictions be updated (e.g. applying visual effects of the afflictions)")]
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public bool UpdateAfflictions { get; set; }
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[Serialize("", IsPropertySaveable.Yes)]
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public Identifier TargetTag { get; set; }
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public GodModeAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element) { }
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private bool isFinished = false;
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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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var targets = ParentEvent.GetTargets(TargetTag);
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foreach (var target in targets)
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{
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if (target != null && target is Character character)
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{
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if (UpdateAfflictions)
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{
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character.CharacterHealth.Unkillable = Enabled;
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}
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else
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{
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character.GodMode = Enabled;
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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(GodModeAction)} -> (TargetTag: {TargetTag.ColorizeObject()}, " +
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(Enabled ? "Enable godmode" : "Disable godmode");
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}
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}
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} |