mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
859 lines
25 KiB
C#
859 lines
25 KiB
C#
using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using ProjectZ.InGame.GameObjects.Things;
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using ProjectZ.InGame.GameSystems;
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using ProjectZ.InGame.Map;
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using ProjectZ.InGame.SaveLoad;
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using ProjectZ.InGame.Things;
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namespace ProjectZ.InGame.Overlay
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{
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class DialogAction
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{
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public virtual void Init() { }
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public virtual bool Execute()
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{
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return true;
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}
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}
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class DialogActionStartDialog : DialogAction
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{
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private readonly string _key;
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public DialogActionStartDialog(string key)
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{
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_key = key;
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}
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public override bool Execute()
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{
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if (Game1.GameManager.InGameOverlay.TextboxOverlay.IsOpen)
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return false;
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Game1.GameManager.StartDialog(_key);
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return true;
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}
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}
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class DialogActionStartPath : DialogAction
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{
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private readonly string _key;
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public DialogActionStartPath(string key)
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{
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_key = key;
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}
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public override bool Execute()
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{
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if (Game1.GameManager.InGameOverlay.TextboxOverlay.IsOpen)
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return false;
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// add the dialog path as the first element to be executed directly after this dialog
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Game1.GameManager.AddFirstDialogPath(_key);
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return true;
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}
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}
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class DialogActionDialog : DialogAction
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{
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private readonly string _key;
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private readonly string _choiceKey;
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private readonly string[] _choicesKeys;
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public DialogActionDialog(string key, string choiceKey, params string[] choices)
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{
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_key = key;
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_choiceKey = choiceKey;
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_choicesKeys = choices;
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}
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public override bool Execute()
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{
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var choiceHeader = Game1.LanguageManager.GetString(_choiceKey, "error");
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var choices = new string[_choicesKeys.Length];
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for (var i = 0; i < _choicesKeys.Length; i++)
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choices[i] = Game1.LanguageManager.GetString(_choicesKeys[i], "error");
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if (Game1.GameManager.InGameOverlay.TextboxOverlay.IsOpen)
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return false;
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Game1.GameManager.InGameOverlay.TextboxOverlay.StartChoice(_key, choiceHeader, choices);
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return true;
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}
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}
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class DialogActionSetVariable : DialogAction
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{
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private readonly string _key;
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private readonly string _value;
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public DialogActionSetVariable(string key, string value)
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{
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_key = key;
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_value = value;
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}
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public override bool Execute()
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{
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Game1.GameManager.SaveManager.SetString(_key, _value);
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return true;
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}
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}
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class DialogActionUpdateObjects : DialogAction
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{
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public override bool Execute()
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{
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Game1.GameManager.InGameOverlay.TextboxOverlay.UpdateObjects = true;
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return true;
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}
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}
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class DialogActionWait : DialogAction
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{
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private readonly string _key;
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private readonly string _value;
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public DialogActionWait(string key, string value)
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{
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_key = key;
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_value = value;
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}
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public override bool Execute()
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{
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return Game1.GameManager.SaveManager.GetString(_key) == _value;
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}
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}
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/// <summary>
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/// DialogAction used to stop the dialog path for a certain amount of time.
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/// </summary>
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class DialogActionCountdown : DialogAction
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{
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private readonly float Time;
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private float _counter;
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public DialogActionCountdown(float time)
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{
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Time = time;
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}
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public override void Init()
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{
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_counter = Time;
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}
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public override bool Execute()
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{
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_counter -= Game1.DeltaTime;
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return _counter <= 0;
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}
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}
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class DialogActionFreezePlayer : DialogAction
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{
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private readonly string _key;
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private readonly string _value;
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public DialogActionFreezePlayer(string key, string value)
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{
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_key = key;
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_value = value;
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}
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public override bool Execute()
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{
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MapManager.ObjLink.FreezePlayer();
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return Game1.GameManager.SaveManager.GetString(_key) == _value;
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}
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}
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class DialogActionFreezePlayerTime : DialogAction
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{
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private float _counter;
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private readonly float _time;
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public DialogActionFreezePlayerTime(int time)
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{
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_time = time;
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}
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public override void Init()
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{
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_counter = _time;
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}
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public override bool Execute()
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{
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// freeze the player while the time is running
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var finished = _counter <= 0;
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_counter -= Game1.DeltaTime;
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MapManager.ObjLink.FreezePlayer();
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return finished;
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}
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}
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class DialogActionLockPlayerTime : DialogAction
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{
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private float _counter;
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private readonly float _time;
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public DialogActionLockPlayerTime(int time)
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{
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_time = time;
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}
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public override void Init()
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{
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_counter = _time;
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}
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public override bool Execute()
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{
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// freeze the player while the time is running
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var finished = _counter <= 0;
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_counter -= Game1.DeltaTime;
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MapManager.ObjLink.SeqLockPlayer();
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return finished;
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}
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}
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/// <summary>
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/// Lock the player as long as the key is not yet set to the value
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/// </summary>
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class DialogActionLockPlayer : DialogAction
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{
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private string _key;
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private string _value;
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public DialogActionLockPlayer(string key, string value)
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{
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_key = key;
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_value = value;
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}
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public override bool Execute()
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{
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MapManager.ObjLink.SeqLockPlayer();
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return Game1.GameManager.SaveManager.GetString(_key) == _value;
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}
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}
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class DialogActionShake : DialogAction
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{
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private readonly int _time;
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private readonly int _maxX;
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private readonly int _maxY;
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private readonly float _shakeSpeedX;
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private readonly float _shakeSpeedY;
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public DialogActionShake(int time, int maxX, int maxY, float shakeSpeedX, float shakeSpeedY)
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{
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_time = time;
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_maxX = maxX;
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_maxY = maxY;
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_shakeSpeedX = shakeSpeedX;
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_shakeSpeedY = shakeSpeedY;
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}
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public override bool Execute()
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{
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Game1.GameManager.ShakeScreen(_time, _maxX, _maxY, _shakeSpeedX, _shakeSpeedY);
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return true;
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}
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}
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class DialogActionStopMusic : DialogAction
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{
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public override bool Execute()
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{
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Game1.GbsPlayer.Stop();
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return true;
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}
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}
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class DialogActionStopMusicTime : DialogAction
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{
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private readonly int _time;
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private readonly int _priority;
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public DialogActionStopMusicTime(int time, int priority)
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{
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_time = time;
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_priority = priority;
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}
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public override bool Execute()
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{
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Game1.GameManager.StopMusic(_time, _priority);
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return true;
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}
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}
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class DialogActionPlayMusic : DialogAction
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{
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private readonly int _songNr;
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private readonly int _priority;
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public DialogActionPlayMusic(int songNr, int priority)
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{
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_songNr = songNr;
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_priority = priority;
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}
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public override bool Execute()
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{
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if (_priority < 0)
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{
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Game1.GameManager.StopMusic();
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return true;
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}
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// play the music after the transition if the game is transitioning
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if (MapManager.ObjLink.IsTransitioning)
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Game1.GameManager.MapManager.NextMap.MapMusic[_priority] = _songNr;
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else
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{
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Game1.GameManager.SetMusic(_songNr, _priority);
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if (_songNr >= 0)
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Game1.GbsPlayer.Play();
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}
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return true;
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}
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}
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class DialogActionMusicSpeed : DialogAction
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{
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private readonly float _playbackSpeed;
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public DialogActionMusicSpeed(float playbackSpeed)
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{
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_playbackSpeed = playbackSpeed;
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}
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public override bool Execute()
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{
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#if WINDOWS
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Game1.GbsPlayer.Cpu.SetPlaybackSpeed(_playbackSpeed);
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#endif
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return true;
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}
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}
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class DialogActionSoundEffect : DialogAction
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{
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private readonly string _soundEffect;
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public DialogActionSoundEffect(string soundEffect)
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{
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_soundEffect = soundEffect;
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}
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public override bool Execute()
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{
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Game1.GameManager.PlaySoundEffect(_soundEffect);
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return true;
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}
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}
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class DialogActionCheckItem : DialogAction
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{
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private readonly string _itemName;
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private readonly string _resultKey;
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private readonly int _count;
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public DialogActionCheckItem(string itemName, int count, string resultKey)
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{
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_itemName = itemName;
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_count = count;
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_resultKey = resultKey;
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}
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public override bool Execute()
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{
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// get the item and check if enough are available
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var item = Game1.GameManager.GetItem(_itemName);
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var checkState = item != null && item.Count >= _count;
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Game1.GameManager.SaveManager.SetString(_resultKey, checkState ? "1" : "0");
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return true;
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}
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}
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class DialogActionCooldown : DialogAction
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{
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private readonly string _resultKey;
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private readonly int _cooldownTime;
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private double _lastExecutionTime;
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public DialogActionCooldown(int cooldownTime, string resultKey)
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{
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_cooldownTime = cooldownTime;
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_resultKey = resultKey;
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_lastExecutionTime = -_cooldownTime;
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}
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public override bool Execute()
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{
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// check when the last time the check was successful
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// this does not work directly after loading the save if it was running shortly after the last save loading
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if (_lastExecutionTime <= Game1.TotalGameTime && Game1.TotalGameTime < _lastExecutionTime + _cooldownTime)
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{
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Game1.GameManager.SaveManager.SetString(_resultKey, "0");
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return true;
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}
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_lastExecutionTime = Game1.TotalGameTime;
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Game1.GameManager.SaveManager.SetString(_resultKey, "1");
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return true;
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}
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}
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class DialogActionAddItem : DialogAction
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{
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private readonly string _itemName;
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private readonly int _amount;
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public DialogActionAddItem(string itemName, int amount)
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{
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_itemName = itemName;
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_amount = amount;
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}
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public override bool Execute()
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{
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if (Game1.GameManager.InGameOverlay.TextboxOverlay.IsOpen)
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return false;
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var item = new GameItemCollected(_itemName);
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// use the set amount or that from the item description
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if (_amount > 0)
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item.Count = _amount;
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else
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item.Count = Game1.GameManager.ItemManager[_itemName].Count;
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MapManager.ObjLink.PickUpItem(item, true);
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return true;
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}
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}
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class DialogActionSeqSetPosition : DialogAction
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{
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private string _animatorId;
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private Vector2 _newPosition;
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public DialogActionSeqSetPosition(string animatorId, Vector2 newPosition)
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{
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_animatorId = animatorId;
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_newPosition = newPosition;
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}
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public override bool Execute()
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{
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var gameSequence = Game1.GameManager.InGameOverlay.GetCurrentGameSequence();
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if (gameSequence == null)
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return false;
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gameSequence.SetPosition(_animatorId, _newPosition);
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return true;
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}
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}
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class DialogActionSeqLerp : DialogAction
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{
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private string _drawableId;
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private Vector2 _targetPosition;
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private float _moveSpeed;
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public DialogActionSeqLerp(string animatorId, Vector2 newPosition, float moveSpeed)
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{
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_drawableId = animatorId;
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_targetPosition = newPosition;
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_moveSpeed = moveSpeed;
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}
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public override bool Execute()
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{
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var gameSequence = Game1.GameManager.InGameOverlay.GetCurrentGameSequence();
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if (gameSequence == null)
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return false;
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gameSequence.StartPositionTransition(_drawableId, _targetPosition, _moveSpeed);
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return true;
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}
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}
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class DialogActionSeqColorLerp : DialogAction
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{
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private string _drawableId;
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private Color _targetColor;
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private int _transitionTime;
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public DialogActionSeqColorLerp(string animatorId, Color targetColor, int transitionTime)
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{
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_drawableId = animatorId;
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_targetColor = targetColor;
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_transitionTime = transitionTime;
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}
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public override bool Execute()
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{
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var gameSequence = Game1.GameManager.InGameOverlay.GetCurrentGameSequence();
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if (gameSequence == null)
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return false;
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gameSequence.StartColorTransition(_drawableId, _targetColor, _transitionTime);
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return true;
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}
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}
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class DialogActionSeqPlay : DialogAction
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{
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private string _animatorId;
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private string _animationId;
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public DialogActionSeqPlay(string animatorId, string animationId)
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{
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_animatorId = animatorId;
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_animationId = animationId;
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}
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public override bool Execute()
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{
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var gameSequence = Game1.GameManager.InGameOverlay.GetCurrentGameSequence();
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if (gameSequence == null)
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return false;
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gameSequence.PlayAnimation(_animatorId, _animationId);
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return true;
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}
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}
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class DialogActionFinishAnimation : DialogAction
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{
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private string _animatorId;
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private int _stopFrameIndex;
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public DialogActionFinishAnimation(string animatorId, int stopFrameIndex)
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{
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_animatorId = animatorId;
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_stopFrameIndex = stopFrameIndex;
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}
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public override bool Execute()
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{
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var gameSequence = Game1.GameManager.InGameOverlay.GetCurrentGameSequence();
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if (gameSequence == null)
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return false;
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gameSequence.FinishAnimation(_animatorId, _stopFrameIndex);
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return true;
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}
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}
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/// <summary>
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/// Only add an amount to an existing item
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/// </summary>
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class DialogActionAddItemAmount : DialogAction
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{
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private readonly string _itemName;
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private readonly int _amount;
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public DialogActionAddItemAmount(string itemName, int amount)
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{
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_itemName = itemName;
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_amount = amount;
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}
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public override bool Execute()
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{
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if (Game1.GameManager.InGameOverlay.TextboxOverlay.IsOpen)
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return false;
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if (Game1.GameManager.GetItem(_itemName) == null)
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return true;
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var item = new GameItemCollected(_itemName);
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if (_amount > 0)
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item.Count = _amount;
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MapManager.ObjLink.PickUpItem(item, false, false, false);
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return true;
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}
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}
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class DialogActionRemoveItem : DialogAction
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{
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private readonly string _itemName;
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private readonly string _resultKey;
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private readonly int _count;
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public DialogActionRemoveItem(string itemName, int count, string resultKey)
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{
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_itemName = itemName;
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_count = count;
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_resultKey = resultKey;
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}
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public override bool Execute()
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{
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// remove the item if possible
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if (Game1.GameManager.RemoveItem(_itemName, _count))
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Game1.GameManager.SaveManager.SetString(_resultKey, "1");
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else
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Game1.GameManager.SaveManager.SetString(_resultKey, "0");
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return true;
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}
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}
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class DialogActionBuyItem : DialogAction
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{
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private readonly string _key;
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public DialogActionBuyItem(string key)
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{
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_key = key;
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}
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public override bool Execute()
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{
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var itemName = Game1.GameManager.SaveManager.GetString("itemShopItem");
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var itemPriceString = Game1.GameManager.SaveManager.GetString("itemShopPrice");
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var itemPrice = int.Parse(itemPriceString);
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var itemCountString = Game1.GameManager.SaveManager.GetString("itemShopCount");
|
|
var itemCount = int.Parse(itemCountString);
|
|
|
|
var baseItem = Game1.GameManager.ItemManager[itemName];
|
|
var buyItem = Game1.GameManager.GetItem(baseItem.Name);
|
|
var rubyItem = Game1.GameManager.GetItem("ruby");
|
|
|
|
var ownedCount = 0;
|
|
var maxCount = 99;
|
|
|
|
// check if the player has the mirror shield
|
|
if (itemName == "arrow")
|
|
buyItem = Game1.GameManager.GetItem("bow");
|
|
if (itemName == "shield" && buyItem == null)
|
|
buyItem = Game1.GameManager.GetItem("mirrorShield");
|
|
|
|
if (itemName == "heart")
|
|
{
|
|
ownedCount = Game1.GameManager.CurrentHealth;
|
|
maxCount = Game1.GameManager.MaxHearths * 4;
|
|
}
|
|
else if (buyItem != null)
|
|
{
|
|
ownedCount = buyItem.Count;
|
|
maxCount = Game1.GameManager.ItemManager[buyItem.Name].MaxCount;
|
|
}
|
|
|
|
if (buyItem != null && buyItem.Name == "powder" && Game1.GameManager.SaveManager.GetString("upgradePowder") == "1")
|
|
maxCount += 20;
|
|
if (buyItem != null && buyItem.Name == "bomb" && Game1.GameManager.SaveManager.GetString("upgradeBomb") == "1")
|
|
maxCount += 30;
|
|
if (buyItem != null && buyItem.Name == "bow" && Game1.GameManager.SaveManager.GetString("upgradeBow") == "1")
|
|
maxCount += 30;
|
|
|
|
// does the player already own the item?
|
|
if (ownedCount >= maxCount)
|
|
{
|
|
Game1.GameManager.SaveManager.SetString(_key, "2");
|
|
}
|
|
// does the player have enough money to buy this item?
|
|
else if (rubyItem != null && rubyItem.Count >= itemPrice)
|
|
{
|
|
var item = new GameItemCollected(itemName);
|
|
item.Count = itemCount;
|
|
|
|
// gets picked up
|
|
MapManager.ObjLink.PickUpItem(item, false);
|
|
|
|
rubyItem.Count -= itemPrice;
|
|
|
|
Game1.GameManager.SaveManager.SetString(_key, "0");
|
|
}
|
|
// player does not have enough money
|
|
else
|
|
{
|
|
Game1.GameManager.SaveManager.SetString(_key, "1");
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
class DialogActionOpenBook : DialogAction
|
|
{
|
|
public override bool Execute()
|
|
{
|
|
Game1.GameManager.InGameOverlay.OpenPhotoOverlay();
|
|
return true;
|
|
}
|
|
}
|
|
|
|
class DialogActionStartSequence : DialogAction
|
|
{
|
|
private readonly string _sequenceName;
|
|
|
|
public DialogActionStartSequence(string sequenceName)
|
|
{
|
|
_sequenceName = sequenceName;
|
|
}
|
|
|
|
public override bool Execute()
|
|
{
|
|
Game1.GameManager.InGameOverlay.StartSequence(_sequenceName);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
class DialogActionCloseOverlay : DialogAction
|
|
{
|
|
public DialogActionCloseOverlay() { }
|
|
|
|
public override bool Execute()
|
|
{
|
|
Game1.GameManager.InGameOverlay.CloseOverlay();
|
|
return true;
|
|
}
|
|
}
|
|
|
|
class DialogActionFillHearts : DialogAction
|
|
{
|
|
public DialogActionFillHearts() { }
|
|
|
|
public override bool Execute()
|
|
{
|
|
var fullHearts = Game1.GameManager.CurrentHealth >= Game1.GameManager.MaxHearths * 4;
|
|
Game1.GameManager.SaveManager.SetString("fullHearts", fullHearts ? "1" : "0");
|
|
Game1.GameManager.HealPlayer(99);
|
|
ItemDrawHelper.EnableHeartAnimationSound();
|
|
return true;
|
|
}
|
|
}
|
|
|
|
class DialogActionSpawnObject : DialogAction
|
|
{
|
|
private readonly string _positionKey;
|
|
private readonly string _objectId;
|
|
private readonly string _strParameter;
|
|
|
|
public DialogActionSpawnObject(string positionKey, string objectId, string strParameter)
|
|
{
|
|
_positionKey = positionKey;
|
|
_objectId = objectId;
|
|
_strParameter = strParameter;
|
|
}
|
|
|
|
public override bool Execute()
|
|
{
|
|
// @HACK: this is not really a good way and could lead to problems
|
|
// a better way would probably be a way to pass parameters into a dialog path so that the actions could read them
|
|
|
|
// @HACK: some parameters need the '.' character
|
|
var parameters = _strParameter.Split('.');
|
|
for (var i = 0; i < parameters.Length; i++)
|
|
parameters[i] = parameters[i].Replace("$", ".");
|
|
|
|
var objectParameter = MapData.GetParameter(_objectId, parameters);
|
|
objectParameter[0] = ObjPositionDialog.CurrentMap;
|
|
objectParameter[1] = Game1.GameManager.SaveManager.GetInt(_positionKey + "posX");
|
|
objectParameter[2] = Game1.GameManager.SaveManager.GetInt(_positionKey + "posY");
|
|
|
|
ObjPositionDialog.CurrentMap.Objects.SpawnObject(_objectId, objectParameter);
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
class DialogActionChangeMap : DialogAction
|
|
{
|
|
private readonly string _mapName;
|
|
private readonly string _entryName;
|
|
|
|
public DialogActionChangeMap(string mapName, string entryName)
|
|
{
|
|
_mapName = mapName;
|
|
_entryName = entryName;
|
|
}
|
|
|
|
public override bool Execute()
|
|
{
|
|
var transitionSystem = (MapTransitionSystem)Game1.GameManager.GameSystems[typeof(MapTransitionSystem)];
|
|
transitionSystem.AppendMapChange(_mapName, _entryName, false, false, Color.White, true);
|
|
transitionSystem.SetColorMode(Color.White, 1);
|
|
|
|
MapManager.ObjLink.MapTransitionStart = MapManager.ObjLink.EntityPosition.Position;
|
|
MapManager.ObjLink.MapTransitionEnd = MapManager.ObjLink.EntityPosition.Position;
|
|
MapManager.ObjLink.TransitionOutWalking = false;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
class DialogActionSaveHistory : DialogAction
|
|
{
|
|
private readonly bool _enable;
|
|
|
|
public DialogActionSaveHistory(bool enable)
|
|
{
|
|
_enable = enable;
|
|
}
|
|
|
|
public override bool Execute()
|
|
{
|
|
if (_enable && !Game1.GameManager.SaveManager.HistoryEnabled)
|
|
{
|
|
SaveGameSaveLoad.FillSaveState(Game1.GameManager);
|
|
Game1.GameManager.SaveManager.EnableHistory();
|
|
}
|
|
// the history will be cleared by the player
|
|
else if (!_enable && !MapManager.ObjLink.SavePreItemPickup)
|
|
{
|
|
SaveGameSaveLoad.ClearSaveState();
|
|
Game1.GameManager.SaveManager.DisableHistory();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
class DialogPath
|
|
{
|
|
public string VariableKey;
|
|
public string Condition;
|
|
|
|
public List<DialogAction> Action = new List<DialogAction>();
|
|
|
|
public DialogPath(string variableKey, string condition)
|
|
{
|
|
VariableKey = variableKey;
|
|
Condition = condition;
|
|
}
|
|
|
|
public DialogPath(string variableKey)
|
|
{
|
|
VariableKey = variableKey;
|
|
}
|
|
}
|
|
}
|