public static MyGuiScreenStartSessionProgress CurrentScreen = null; // This is always filled with reference to actual instance of this scree. If there isn't, it's null. public MyGuiScreenStartSessionProgress(MyMwcStartSessionRequestTypeEnum sessionType, MyTextsWrapperEnum progressText, MyMwcSectorIdentifier?sectorIdentifier, MyGameplayDifficultyEnum difficulty, string checkpointName, MyGuiScreenBase closeAfter) : base(progressText, false) { // TODO: Not ready yet //Debug.Assert(sessionType != MyMwcStartSessionRequestTypeEnum.NEW_STORY && sessionType != MyMwcStartSessionRequestTypeEnum.LOAD_CHECKPOINT, "Invalid operation, call OndrejP"); m_sectorIdentifier = sectorIdentifier; m_sessionType = sessionType; m_backgroundFadeColor = MyGuiConstants.SCREEN_BACKGROUND_FADE_BLANK_DARK_PROGRESS_SCREEN; m_closeAfter = closeAfter; m_difficulty = difficulty; m_checkpointName = checkpointName; CurrentScreen = this; OnSuccessEnter = new Action <MyGuiScreenGamePlayType, MyMwcStartSessionRequestTypeEnum, MyMwcObjectBuilder_Checkpoint>((screenType, sessType, checkpoint) => { var newGameplayScreen = new MyGuiScreenGamePlay(screenType, null, checkpoint.CurrentSector, checkpoint.SectorObjectBuilder.Version, sessType); var loadScreen = new MyGuiScreenLoading(newGameplayScreen, MyGuiScreenGamePlay.Static); if (sessType == MyMwcStartSessionRequestTypeEnum.NEW_STORY) { loadScreen.AddEnterSectorResponse(checkpoint, MyMissionID.EAC_SURVEY_SITE); } else { loadScreen.AddEnterSectorResponse(checkpoint, null); } MyGuiManager.AddScreen(loadScreen); }); }
public static MyGuiScreenStartSessionProgress CurrentScreen = null; // This is always filled with reference to actual instance of this scree. If there isn't, it's null. public MyGuiScreenStartSessionProgress(MyMwcStartSessionRequestTypeEnum sessionType, MyTextsWrapperEnum progressText, MyMwcSectorIdentifier? sectorIdentifier, MyGameplayDifficultyEnum difficulty, string checkpointName, MyGuiScreenBase closeAfter) : base(progressText, false) { // TODO: Not ready yet //Debug.Assert(sessionType != MyMwcStartSessionRequestTypeEnum.NEW_STORY && sessionType != MyMwcStartSessionRequestTypeEnum.LOAD_CHECKPOINT, "Invalid operation, call OndrejP"); m_sectorIdentifier = sectorIdentifier; m_sessionType = sessionType; m_backgroundFadeColor = MyGuiConstants.SCREEN_BACKGROUND_FADE_BLANK_DARK_PROGRESS_SCREEN; m_closeAfter = closeAfter; m_difficulty = difficulty; m_checkpointName = checkpointName; CurrentScreen = this; OnSuccessEnter = new Action<MyGuiScreenGamePlayType, MyMwcStartSessionRequestTypeEnum, MyMwcObjectBuilder_Checkpoint>((screenType, sessType, checkpoint) => { var newGameplayScreen = new MyGuiScreenGamePlay(screenType, null, checkpoint.CurrentSector, checkpoint.SectorObjectBuilder.Version, sessType); var loadScreen = new MyGuiScreenLoading(newGameplayScreen, MyGuiScreenGamePlay.Static); if (sessType == MyMwcStartSessionRequestTypeEnum.NEW_STORY) loadScreen.AddEnterSectorResponse(checkpoint, MyMissionID.EAC_SURVEY_SITE); else loadScreen.AddEnterSectorResponse(checkpoint, null); MyGuiManager.AddScreen(loadScreen); }); }
public override bool CloseScreen() { bool ret = base.CloseScreen(); if (ret == true) { CurrentScreen = null; } return(ret); }
void ValidateAllMissionsStartingFrom(int index) { var allMissions = MyMissions.Missions.Values.OfType<MyMission>().ToList(); if (index >= allMissions.Count) return; var mission = allMissions[index]; MyMissionID missionId = mission.ID; // each mission is automatically validated after start MyGuiManager.CloseAllScreensExcept(MyGuiScreenGamePlay.Static); var startSessionScreen = new MyGuiScreenStartSessionProgress(MyMwcStartSessionRequestTypeEnum.NEW_STORY, MyTextsWrapperEnum.StartGameInProgressPleaseWait, null, MyGameplayDifficultyEnum.EASY, null, null); startSessionScreen.OnSuccessEnter = new Action<MyGuiScreenGamePlayType, MyMwcStartSessionRequestTypeEnum, MyMwcObjectBuilder_Checkpoint>((screenType, sessionType, checkpoint) => { Action<MyMwcObjectBuilder_Sector, Vector3> enterSuccessAction = new Action<MyMwcObjectBuilder_Sector, Vector3>((sector, newPosition) => { MyMwcVector3Int sectorPosition; sectorPosition = sector.Position; MyMwcSectorIdentifier newSectorIdentifier = new MyMwcSectorIdentifier(MyMwcSectorTypeEnum.STORY, MyClientServer.LoggedPlayer.GetUserId(), sectorPosition, null); var newScreen = new MyGuiScreenGamePlay(MyGuiScreenGamePlayType.GAME_STORY, null, newSectorIdentifier, sector.Version, MyMwcStartSessionRequestTypeEnum.LOAD_CHECKPOINT); var loadScreen = new MyGuiScreenLoading(newScreen, MyGuiScreenGamePlay.Static); newScreen.OnGameReady += new ScreenHandler((screen) => { ((MyMission)MyMissions.GetMissionByID(missionId)).Accept(); ValidateAllMissionsStartingFrom(index + 1); // validate the next mission }); loadScreen.AnnounceLeaveToServer = true; loadScreen.LeaveSectorReason = MyMwcLeaveSectorReasonEnum.TRAVEL; // Current sector and sector object builder has changed checkpoint.ActiveMissionID = -1; // Manually deactivate mission checkpoint.PlayerObjectBuilder.ShipObjectBuilder.PositionAndOrientation.Position = newPosition; checkpoint.EventLogObjectBuilder.Clear(); // Or just clear mission start/finish // Make prereq missions completed foreach (var prereq in mission.RequiredMissions) { var start = new MyEventLogEntry() { EventType = EventTypeEnum.MissionStarted, EventTypeID = (int)prereq }.GetObjectBuilder(); var end = new MyEventLogEntry() { EventType = EventTypeEnum.MissionFinished, EventTypeID = (int)prereq }.GetObjectBuilder(); checkpoint.EventLogObjectBuilder.Add(start); checkpoint.EventLogObjectBuilder.Add(end); } checkpoint.SectorObjectBuilder = sector; checkpoint.CurrentSector.Position = sector.Position; loadScreen.AddEnterSectorResponse(checkpoint, missionId); MyGuiManager.AddScreen(loadScreen); if (MyMinerGame.IsPaused()) MyMinerGame.SwitchPause(); }); // Load neighbouring sector MyGuiManager.AddScreen(new MyGuiScreenEnterSectorProgress(MyMwcTravelTypeEnum.SOLAR, mission.Location.Sector, Vector3.Zero, enterSuccessAction)); //var newGameplayScreen = new MyGuiScreenGamePlay(screenType, null, checkpoint.CurrentSector, sessionType); //var loadScreen = new MyGuiScreenLoading(newGameplayScreen, MyGuiScreenGamePlay.Static); //loadScreen.AddEnterSectorResponse(checkpoint); //MyGuiManager.AddScreen(loadScreen); }); MyGuiManager.AddScreen(startSessionScreen); }
public override bool CloseScreen() { bool ret = base.CloseScreen(); if (ret == true) { CurrentScreen = null; } return ret; }
void ValidateAllMissionsStartingFrom(int index) { var allMissions = MyMissions.Missions.Values.OfType <MyMission>().ToList(); if (index >= allMissions.Count) { return; } var mission = allMissions[index]; MyMissionID missionId = mission.ID; // each mission is automatically validated after start MyGuiManager.CloseAllScreensExcept(MyGuiScreenGamePlay.Static); var startSessionScreen = new MyGuiScreenStartSessionProgress(MyMwcStartSessionRequestTypeEnum.NEW_STORY, MyTextsWrapperEnum.StartGameInProgressPleaseWait, null, MyGameplayDifficultyEnum.EASY, null, null); startSessionScreen.OnSuccessEnter = new Action <MyGuiScreenGamePlayType, MyMwcStartSessionRequestTypeEnum, MyMwcObjectBuilder_Checkpoint>((screenType, sessionType, checkpoint) => { Action <MyMwcObjectBuilder_Sector, Vector3> enterSuccessAction = new Action <MyMwcObjectBuilder_Sector, Vector3>((sector, newPosition) => { MyMwcVector3Int sectorPosition; sectorPosition = sector.Position; MyMwcSectorIdentifier newSectorIdentifier = new MyMwcSectorIdentifier(MyMwcSectorTypeEnum.STORY, MyClientServer.LoggedPlayer.GetUserId(), sectorPosition, null); var newScreen = new MyGuiScreenGamePlay(MyGuiScreenGamePlayType.GAME_STORY, null, newSectorIdentifier, sector.Version, MyMwcStartSessionRequestTypeEnum.LOAD_CHECKPOINT); var loadScreen = new MyGuiScreenLoading(newScreen, MyGuiScreenGamePlay.Static); newScreen.OnGameReady += new ScreenHandler((screen) => { ((MyMission)MyMissions.GetMissionByID(missionId)).Accept(); ValidateAllMissionsStartingFrom(index + 1); // validate the next mission }); loadScreen.AnnounceLeaveToServer = true; loadScreen.LeaveSectorReason = MyMwcLeaveSectorReasonEnum.TRAVEL; // Current sector and sector object builder has changed checkpoint.ActiveMissionID = -1; // Manually deactivate mission checkpoint.PlayerObjectBuilder.ShipObjectBuilder.PositionAndOrientation.Position = newPosition; checkpoint.EventLogObjectBuilder.Clear(); // Or just clear mission start/finish // Make prereq missions completed foreach (var prereq in mission.RequiredMissions) { var start = new MyEventLogEntry() { EventType = EventTypeEnum.MissionStarted, EventTypeID = (int)prereq }.GetObjectBuilder(); var end = new MyEventLogEntry() { EventType = EventTypeEnum.MissionFinished, EventTypeID = (int)prereq }.GetObjectBuilder(); checkpoint.EventLogObjectBuilder.Add(start); checkpoint.EventLogObjectBuilder.Add(end); } checkpoint.SectorObjectBuilder = sector; checkpoint.CurrentSector.Position = sector.Position; loadScreen.AddEnterSectorResponse(checkpoint, missionId); MyGuiManager.AddScreen(loadScreen); if (MyMinerGame.IsPaused()) { MyMinerGame.SwitchPause(); } }); // Load neighbouring sector MyGuiManager.AddScreen(new MyGuiScreenEnterSectorProgress(MyMwcTravelTypeEnum.SOLAR, mission.Location.Sector, Vector3.Zero, enterSuccessAction)); //var newGameplayScreen = new MyGuiScreenGamePlay(screenType, null, checkpoint.CurrentSector, sessionType); //var loadScreen = new MyGuiScreenLoading(newGameplayScreen, MyGuiScreenGamePlay.Static); //loadScreen.AddEnterSectorResponse(checkpoint); //MyGuiManager.AddScreen(loadScreen); }); MyGuiManager.AddScreen(startSessionScreen); }