Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/GiveExpAction.cs
2024-04-24 18:09:05 +03:00

54 lines
1.8 KiB
C#

using System.Linq;
namespace Barotrauma
{
/// <summary>
/// Gives experience to a specific character.
/// </summary>
class GiveExpAction : EventAction
{
[Serialize(0, IsPropertySaveable.Yes, description: "The amount of experience to give. Cannot be negative.")]
public int Amount { get; set; }
[Serialize("", IsPropertySaveable.Yes, description: "Tag of the character(s) to give the experience to.")]
public Identifier TargetTag { get; set; }
public GiveExpAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element)
{
if (TargetTag.IsEmpty)
{
DebugConsole.ThrowError($"Error in event \"{parentEvent.Prefab.Identifier}\": {nameof(GiveExpAction)} without a target tag (the action needs to know whose skill to check).",
contentPackage: element.ContentPackage);
}
}
private bool isFinished = false;
public override bool IsFinished(ref string goTo)
{
return isFinished;
}
public override void Reset()
{
isFinished = false;
}
public override void Update(float deltaTime)
{
if (isFinished) { return; }
var targets = ParentEvent.GetTargets(TargetTag).Where(e => e is Character).Select(e => e as Character);
foreach (var target in targets)
{
target.Info?.GiveExperience(Amount);
}
isFinished = true;
}
public override string ToDebugString()
{
return $"{ToolBox.GetDebugSymbol(isFinished)} {nameof(GiveExpAction)} -> (TargetTag: {TargetTag.ColorizeObject()}, " +
$"Amount: {Amount.ColorizeObject()})";
}
}
}