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

64 lines
2.3 KiB
C#

namespace Barotrauma
{
/// <summary>
/// Triggers another scripted event.
/// </summary>
class TriggerEventAction : EventAction
{
[Serialize("", IsPropertySaveable.Yes, description: "Identifier of the event to trigger.")]
public Identifier Identifier { get; set; }
[Serialize(false, IsPropertySaveable.Yes, description: "If set to true, the event will trigger at the beginning of the next round. Useful for e.g. triggering some scripted event in the outpost after you finish a mission.")]
public bool NextRound { get; set; }
private bool isFinished;
public TriggerEventAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element) { }
public override bool IsFinished(ref string goTo)
{
return isFinished;
}
public override void Reset()
{
isFinished = false;
}
public override void Update(float deltaTime)
{
if (isFinished) { return; }
if (GameMain.GameSession?.EventManager != null)
{
if (NextRound)
{
GameMain.GameSession.EventManager.QueuedEventsForNextRound.Enqueue(Identifier);
}
else
{
var eventPrefab = EventSet.GetEventPrefab(Identifier);
if (eventPrefab == null)
{
DebugConsole.ThrowError($"Error in TriggerEventAction - could not find an event with the identifier {Identifier}.",
contentPackage: ParentEvent.Prefab.ContentPackage);
}
else
{
var ev = eventPrefab.CreateInstance(GameMain.GameSession.EventManager.RandomSeed);
if (ev != null)
{
GameMain.GameSession.EventManager.QueuedEvents.Enqueue(ev);
}
}
}
}
isFinished = true;
}
public override string ToDebugString()
{
return $"{ToolBox.GetDebugSymbol(isFinished)} {nameof(TriggerEventAction)} -> (EventPrefab: {Identifier.ColorizeObject()})";
}
}
}