commit 409d4d96ead69028a164274637d23e350acb73fb Merge: 95169f539 26e89c63d Author: EdusFF <pitkanen.eetu@gmail.com> Date: Mon Mar 11 15:13:27 2019 +0200 Merge branch 'dev' of github.com:Regalis11/Barotrauma into dev commit 95169f53937f9a7e168a884171eaa21ae7f08023 Author: EdusFF <pitkanen.eetu@gmail.com> Date: Mon Mar 11 15:13:11 2019 +0200 Modified: ServerMessage structure to allow _ ; in player & submarine names commit 26e89c63dc8da771aea9f09978a630a6cff60a6f Merge: b7646d06d fb0b821bc Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 14:42:44 2019 +0200 Merge branch 'kuraiookami-logicExpantion' into dev # Conflicts: # Barotrauma/BarotraumaShared/SharedContent.projitems commit fb0b821bc97891cdeec8f2c740a12119696393ea Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 14:41:21 2019 +0200 Use invariant culture when parsing floats or converting them to strings in signal components commit f0c8afba934b41358cf5d59a22b87caf33f98a61 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 14:00:44 2019 +0200 Update new signal components to use identifiers & added names and descriptions to the text file, use invariant culture in equalscomponent, memorycomponent doesn't require the signals to be floats commit 674d9ec804fc4770b602d4b09240b08cafc8ccec Merge: 3ea33fb54 242e2429f Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 12:01:27 2019 +0200 Merge branch 'logicExpantion' of https://github.com/kuraiookami/Barotrauma into kuraiookami-logicExpantion # Conflicts: # Barotrauma/BarotraumaShared/BarotraumaShared.projitems # Barotrauma/BarotraumaShared/Content/Items/Electricity/poweritems.xml # Barotrauma/BarotraumaShared/Content/Items/Electricity/signalitems.xml # Barotrauma/BarotraumaShared/Source/Items/Components/Power/PowerContainer.cs # Barotrauma/BarotraumaShared/Source/Items/Components/Signal/AdderComponent.cs commit b7646d06d53fb05227276e6286d0e15da5dc9080 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 11:37:33 2019 +0200 Re-enabled multiplayer campaign commit cf7258f6410a5995c881ec6e95eb9def5cd90ad4 Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 11:28:48 2019 +0200 Fixed item interfaces getting repositioned every frame when the editing HUD is open. Closes #1212 commit e8906239c779cf71de694bc65c81058e5cae16ef Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Mon Mar 11 11:12:05 2019 +0200 Fixed VoipCapture creating new "could not start voice capture" popups constantly if there's no suitable capture device. Closes #1262 commit a30f47fbe47fde4fccb0453c1773a76d730d226b Author: Joonas Rikkonen <poe.regalis@gmail.com> Date: Sun Mar 10 19:04:59 2019 +0200 Disable audio instead of crashing if no audio device is found. Closes #1214 commit 242e2429fd2c3ed199ac26b55e2cbdc8636e73f9 Author: Darkwolf <Darkwolf0101@gmail.com> Date: Mon Jan 21 21:26:57 2019 -0600 Expansion of Barotrauma's logic system. Changed: - AdderComponent and children can clamp their output - Powercontainer signals for charge,charge% and charge rate Added: - ColorComponent: Dynamic signals for light set_color inputs - MemoryComponent: Stores and sends a signal that is edge latched - DivideComponent: Standard division - MultiplyComponent: Standard multiplication - SubtractComponent: Standard subtraction - XorComponent: Exclusive or - EqualsComponent: Equals comparison - GreaterComponent: Greater than comparison
93 lines
2.5 KiB
C#
93 lines
2.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Reflection;
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namespace Barotrauma
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{
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class GameModePreset
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{
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public static List<GameModePreset> List = new List<GameModePreset>();
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public ConstructorInfo Constructor
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{
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get;
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private set;
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}
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public string Name
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{
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get;
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private set;
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}
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public string Identifier
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{
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get;
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private set;
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}
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public bool IsSinglePlayer
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{
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get;
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private set;
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}
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//are clients allowed to vote for this gamemode
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public bool Votable
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{
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get;
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private set;
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}
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public string Description
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{
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get;
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private set;
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}
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public GameModePreset(string identifier, Type type, bool isSinglePlayer = false, bool votable = true)
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{
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Name = TextManager.Get("GameMode." + identifier);
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Identifier = identifier;
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Constructor = type.GetConstructor(new Type[] { typeof(GameModePreset), typeof(object) });
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IsSinglePlayer = isSinglePlayer;
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Votable = votable;
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List.Add(this);
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}
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public GameMode Instantiate(object param)
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{
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object[] lobject = new object[] { this, param };
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return (GameMode)Constructor.Invoke(lobject);
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}
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public static void Init()
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{
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#if CLIENT
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new GameModePreset("singleplayercampaign", typeof(SinglePlayerCampaign), true);
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new GameModePreset("tutorial", typeof(TutorialMode), true);
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new GameModePreset("devsandbox", typeof(GameMode), true)
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{
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Description = "Single player sandbox mode for debugging."
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};
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#endif
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new GameModePreset("sandbox", typeof(GameMode), false)
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{
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Description = "A game mode with no specific objectives."
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};
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new GameModePreset("mission", typeof(MissionMode), false)
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{
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Description = "The crew must work together to complete a specific task, such as retrieving "
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+ "an alien artifact or killing a creature that's terrorizing nearby outposts. The game ends "
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+ "when the task is completed or everyone in the crew has died."
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};
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new GameModePreset("multiplayercampaign", typeof(MultiPlayerCampaign), false, false);
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}
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}
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}
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