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

61 lines
2.0 KiB
C#

namespace Barotrauma;
/// <summary>
/// Enable or disable a specific layer in a specific submarine.
/// </summary>
class LayerAction : EventAction
{
[Serialize("", IsPropertySaveable.Yes, description: "Which layer to enable/disable. Use \"All\" to apply it to all layers.")]
public Identifier Layer { get; set; }
[Serialize(false, IsPropertySaveable.Yes, description: "Whether to enable or disable the layer.")]
public bool Enabled { get; set; }
[Serialize(TagAction.SubType.Any, IsPropertySaveable.Yes, description: "The type of submatine to enable or disable the layer in.")]
public TagAction.SubType SubmarineType { get; set; }
[Serialize(true, IsPropertySaveable.Yes, description: "Should the action continue if it can't find the specified layer in the specified submarine(s).")]
public bool ContinueIfNotFound { get; set; }
public LayerAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element) { }
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; }
bool layerFound = false;
foreach (var submarine in Submarine.Loaded)
{
if (!TagAction.SubmarineTypeMatches(submarine, SubmarineType)) { continue; }
if (submarine.LayerExists(Layer))
{
submarine.SetLayerEnabled(Layer, Enabled, sendNetworkEvent: true);
layerFound = true;
}
}
if (ContinueIfNotFound)
{
isFinished = true;
}
else
{
if (layerFound) { isFinished = true; }
}
}
public override string ToDebugString()
{
return $"{ToolBox.GetDebugSymbol(isFinished)} {nameof(LayerAction)} -> ({(Enabled ? "Enable" : "Disable")} {Layer.ColorizeObject()})";
}
}