51 lines
1.8 KiB
C#
51 lines
1.8 KiB
C#
namespace Barotrauma;
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/// <summary>
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/// Teleports a specific entity to a specific spawn point.
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/// </summary>
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class TeleportAction : EventAction
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{
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public enum TeleportPosition { MainSub, Outpost }
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[Serialize(TeleportPosition.MainSub, IsPropertySaveable.Yes, description: "Should the entity be teleported to the main submarine or the outpost?")]
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public TeleportPosition Position { get; set; }
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[Serialize(SpawnType.Human, IsPropertySaveable.Yes, description: "The type of the spawnpoint to teleport the character to.")]
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public SpawnType SpawnType { get; set; }
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[Serialize("", IsPropertySaveable.Yes, description: "Optional tag of the spawnpoint.")]
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public string SpawnPointTag { get; set; }
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[Serialize("", IsPropertySaveable.Yes, description: "Tag of the target(s) to teleport.")]
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public Identifier TargetTag { get; set; }
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private bool isFinished;
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public TeleportAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element) { }
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public override void Update(float deltaTime)
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{
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if (isFinished) { return; }
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Submarine sub = Position switch
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{
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TeleportPosition.MainSub => Submarine.MainSub,
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TeleportPosition.Outpost => GameMain.GameSession?.Level?.StartOutpost,
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_ => null
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};
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if (WayPoint.GetRandom(spawnType: SpawnType, sub: sub, spawnPointTag: SpawnPointTag) is WayPoint wp)
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{
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foreach (var target in ParentEvent.GetTargets(TargetTag))
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{
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if (target is Character c)
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{
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c.TeleportTo(wp.WorldPosition);
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}
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}
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}
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isFinished = true;
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}
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public override bool IsFinished(ref string goToLabel) => isFinished;
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public override void Reset() => isFinished = false;
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} |