Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/MoneyAction.cs
T
Markus Isberg 64db1a6a44 Build 0.18.4.0
2022-05-31 23:13:05 +09:00

81 lines
2.3 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
using Barotrauma.Networking;
namespace Barotrauma
{
class MoneyAction : EventAction
{
public MoneyAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element) { }
[Serialize(0, IsPropertySaveable.Yes)]
public int Amount { get; set; }
[Serialize("", IsPropertySaveable.Yes)]
public Identifier TargetTag { get; set; }
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; }
#if SERVER
bool hasTag = !TargetTag.IsEmpty;
List<Client> matchingClients = new List<Client>();
if (hasTag)
{
IEnumerable targets = ParentEvent.GetTargets(TargetTag);
foreach (Entity entity in targets)
{
if (entity is Character && GameMain.Server?.ConnectedClients.FirstOrDefault(c => c.Character == entity) is { } matchingCharacter)
{
matchingClients.Add(matchingCharacter);
break;
}
}
}
#endif
if (GameMain.GameSession?.GameMode is CampaignMode campaign)
{
#if SERVER
if (!hasTag)
{
campaign.Bank.Give(Amount);
}
else
{
foreach (Client client in matchingClients)
{
campaign.GetWallet(client).Give(Amount);
}
}
#else
campaign.Wallet.Give(Amount);
#endif
GameAnalyticsManager.AddMoneyGainedEvent(Amount, GameAnalyticsManager.MoneySource.Event, ParentEvent.Prefab.Identifier.Value);
}
isFinished = true;
}
public override string ToDebugString()
{
return $"{ToolBox.GetDebugSymbol(isFinished)} {nameof(SetDataAction)} -> (Amount: {Amount.ColorizeObject()})";
}
}
}