1 using Microsoft.Xna.Framework;
3 using System.Collections.Generic;
21 private List<Event> scriptedEvent;
31 var variant = Rand.Range(0, jobPrefab.
Variants);
66 createEventButton =
new GUIButton(
new RectTransform(
new Point(128, 64), GUI.Canvas,
Anchor.TopCenter) { ScreenSpaceOffset = new Point(0, 32) }, TextManager.Get(
"create"))
80 base.AddToGUIUpdateList();
90 public override void Update(
float deltaTime)
92 base.Update(deltaTime);
94 if (scriptedEvent !=
null)
96 foreach (
Event sEvent
in scriptedEvent.Where(sEvent => !sEvent.
IsFinished))
103 private void GenerateOutpost(
Submarine submarine)
108 float closestDistance = 0.0f;
124 if ((myPort ==
null || dist < closestDistance || port.
MainDockingPort) && !(myPort?.MainDockingPort ??
false))
127 closestDistance = dist;
131 if (myPort !=
null && outPostPort !=
null)
134 Vector2 spawnPos = (outPostPort.Item.WorldPosition - portDiff) - Vector2.UnitY * outPostPort.DockedDistance;
137 myPort.
Dock(outPostPort);
Stores information about the Character that is needed between rounds in the menu etc....
static readonly Identifier HumanSpeciesName
Responsible for keeping track of the characters in the player crew, saving and loading their orders,...
void AddCharacterInfo(CharacterInfo characterInfo)
void InitSinglePlayerRound()
virtual void Update(float deltaTime)
Event CreateInstance(int seed)
virtual void AddToGUIUpdateList(bool ignoreChildren=false, int order=0)
static GameSession?? GameSession
readonly EventManager EventManager
static IEnumerable< DockingPort > List
void Lock(bool isNetworkMessage, bool applyEffects=true)
void Dock(DockingPort target)
static readonly PrefabCollection< JobPrefab > Prefabs
static readonly PrefabCollection< LocationType > Prefabs
static readonly PrefabCollection< OutpostGenerationParams > OutpostParams
override Vector2? WorldPosition
List< WayPoint > GetWaypoints(bool alsoFromConnectedSubs)
static List< Submarine > Loaded
void SetPosition(Vector2 position, List< Submarine > checkd=null, bool forceUndockFromStaticSubmarines=true)
override void AddToGUIUpdateList()
EventPrefab TriggeredEvent
OutpostGenerationParams OutpostParams
override void End(CampaignMode.TransitionType transitionType=CampaignMode.TransitionType.None)
override void Update(float deltaTime)
TestGameMode(GameModePreset preset)