Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/MissionStateAction.cs
T
2022-11-14 18:28:28 +02:00

66 lines
1.9 KiB
C#

namespace Barotrauma
{
class MissionStateAction : EventAction
{
[Serialize("", IsPropertySaveable.Yes)]
public Identifier MissionIdentifier { get; set; }
public enum OperationType
{
Set,
Add
}
[Serialize(OperationType.Set, IsPropertySaveable.Yes)]
public OperationType Operation { get; set; }
[Serialize(0, IsPropertySaveable.Yes)]
public int State { get; set; }
private bool isFinished;
public MissionStateAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element)
{
State = element.GetAttributeInt("value", State);
if (MissionIdentifier.IsEmpty)
{
DebugConsole.ThrowError($"Error in event \"{parentEvent.Prefab.Identifier}\": MissionIdentifier has not been configured.");
}
}
public override bool IsFinished(ref string goTo)
{
return isFinished;
}
public override void Reset()
{
isFinished = false;
}
public override void Update(float deltaTime)
{
if (isFinished) { return; }
foreach (Mission mission in GameMain.GameSession.Missions)
{
if (mission.Prefab.Identifier != MissionIdentifier) { continue; }
switch (Operation)
{
case OperationType.Set:
mission.State = State;
break;
case OperationType.Add:
mission.State += 1;
break;
}
}
isFinished = true;
}
public override string ToDebugString()
{
return $"{ToolBox.GetDebugSymbol(isFinished)} {nameof(MissionStateAction)} -> ({(Operation == OperationType.Set ? State : '+' + State)})";
}
}
}