示例#1
0
        void Update()
        {
            if (uiCloseWhenTop && DaggerfallUI.UIManager.TopWindow == travelControlUI)
            {
                uiCloseWhenTop = false;
                travelControlUI.CloseWindow();
            }

            if (playerAutopilot != null)
            {
                // Ensure only the travel UI is showing, stop travel if not, but allow registered window and travel map to not halt travel.
                if (GameManager.Instance.IsPlayerOnHUD ||
                    (DaggerfallUI.UIManager.TopWindow != travelControlUI &&
                     DaggerfallUI.UIManager.TopWindow != noStopForUIWindow &&
                     DaggerfallUI.UIManager.TopWindow != DaggerfallUI.Instance.DfTravelMapWindow))
                {
                    Debug.Log("Other UI activity detected, stopping travel.");
                    InterruptTravel();
                    uiCloseWhenTop = travelControlUI.isShowing;
                    return;
                }

                // Run updates for playerAutopilot and HUD
                playerAutopilot.Update();
                DaggerfallUI.Instance.DaggerfallHUD.HUDVitals.Update();

                if (DestinationName == null && followKeyCode != KeyCode.None && !InputManager.Instance.IsPaused && InputManager.Instance.GetKeyDown(followKeyCode))
                {
                    if (travelControlUI.isShowing)
                    {
                        travelControlUI.CloseWindow();
                    }
                }

                // If circumnavigating a location, check for path crossings
                PlayerGPS playerGPS = GameManager.Instance.PlayerGPS;
                if (circumnavigatePathsDataPt != 0)
                {
                    byte crossed = IsPlayerOnPath(playerGPS, circumnavigatePathsDataPt);
                    if (crossed != 0 && crossed != lastCrossed)
                    {
                        lastCrossed = crossed;
                        if (travelControlUI.isShowing)
                        {
                            travelControlUI.CloseWindow();
                        }
                        return;
                    }
                    lastCrossed = crossed;
                }

                // If travelling cautiously, check health and fatigue levels
                if (DestinationCautious)
                {
                    if (GameManager.Instance.PlayerEntity.CurrentHealthPercent * 100 < CautiousHealthMinPc)
                    {
                        StopTravelWithMessage(MsgLowHealth);
                        return;
                    }
                    if (GameManager.Instance.PlayerEntity.CurrentFatigue < DaggerfallEntity.FatigueMultiplier * CautiousFatigueMin)
                    {
                        StopTravelWithMessage(MsgLowFatigue);
                        return;
                    }
                }

                // If location pause set to nearby and travelling to destination, check for a nearby location and stop if found
                if (locationPause == LocPauseNear && DestinationName != null && playerGPS.HasCurrentLocation && !playerGPS.CurrentLocation.Equals(lastLocation) && playerGPS.CurrentLocation.Name != DestinationName)
                {
                    // Store location so it doesn't trigger again and ensure discovered
                    lastLocation = playerGPS.CurrentLocation;
                    playerGPS.DiscoverLocation(playerGPS.CurrentLocation.RegionName, playerGPS.CurrentLocation.Name);

                    StopTravelWithMessage(string.Format(MsgNearLocation, LocationTypeString(), playerGPS.CurrentLocation.Name));
                    return;
                }

                // Check for ocean climate.
                if (playerGPS.CurrentClimateIndex == (int)MapsFile.Climates.Ocean)
                {
                    StopTravelWithMessage(MsgOcean);
                    return;
                }

                // Handle encounters.
                if (ignoreEncounters && Time.unscaledTime >= ignoreEncountersTime)
                {
                    ignoreEncounters = false;
                }
                if (!ignoreEncounters && GameManager.Instance.AreEnemiesNearby())
                {
                    // This happens when DFU spawns enemies nearby, however quest trigger encounters fire the OnEncounter event first so this code is never reached.
                    Debug.Log("Enountered enemies during travel.");
                    travelControlUI.CloseWindow();
                    if (DestinationCautious)
                    {
                        AttemptAvoidEncounter();
                    }
                    else
                    {
                        DaggerfallUI.MessageBox(MsgEnemies);
                    }
                    return;
                }

                // Check for diseases.
                var currentDiseaseCount = GameManager.Instance.PlayerEffectManager.DiseaseCount;
                if (currentDiseaseCount != diseaseCount)
                {
                    if (currentDiseaseCount > diseaseCount)
                    {
                        Debug.Log("New disease detected, interrupting travel!");
                        InterruptTravel();
                        DaggerfallUI.Instance.CreateHealthStatusBox(DaggerfallUI.Instance.UserInterfaceManager.TopWindow).Show();
                    }
                    diseaseCount = currentDiseaseCount;
                }
            }
            else if (followKeyCode != KeyCode.None && !InputManager.Instance.IsPaused && InputManager.Instance.GetKeyDown(followKeyCode) && GameManager.Instance.IsPlayerOnHUD)
            {
                if (GameManager.Instance.PlayerEnterExit.IsPlayerInside)
                {
                    return;
                }
                if (GameManager.Instance.AreEnemiesNearby())
                {
                    DaggerfallUI.MessageBox(TextManager.Instance.GetLocalizedText("cannotTravelWithEnemiesNearby"));
                }
                else
                {
                    FollowPath();
                }
            }
        }
示例#2
0
        void Update()
        {
            if (playerAutopilot != null)
            {
                // Ensure UI is showing
                if (!travelControlUI.isShowing)
                {
                    DaggerfallUI.UIManager.PushWindow(travelControlUI);
                }

                // Run updates for playerAutopilot and HUD
                playerAutopilot.Update();
                DaggerfallUI.Instance.DaggerfallHUD.HUDVitals.Update();

                // If travelling cautiously, check health and fatigue levels
                if (DestinationCautious)
                {
                    if (GameManager.Instance.PlayerEntity.CurrentHealthPercent * 100 < CautiousHealthMinPc)
                    {
                        StopTravelWithMessage(MsgLowHealth);
                        return;
                    }
                    if (GameManager.Instance.PlayerEntity.CurrentFatigue < DaggerfallEntity.FatigueMultiplier * CautiousFatigueMin)
                    {
                        StopTravelWithMessage(MsgLowFatigue);
                        return;
                    }
                }

                // If location pause set to nearby, check for a near location
                PlayerGPS playerGPS = GameManager.Instance.PlayerGPS;
                if (locationPause == LocPauseNear && playerGPS.HasCurrentLocation && !playerGPS.CurrentLocation.Equals(lastLocation))
                {
                    lastLocation = playerGPS.CurrentLocation;
                    StopTravelWithMessage(string.Format(MsgNearLocation, MacroHelper.LocationTypeName(), playerGPS.CurrentLocation.Name));
                    return;
                }

                // Check for ocean climate.
                if (playerGPS.CurrentClimateIndex == (int)MapsFile.Climates.Ocean)
                {
                    StopTravelWithMessage(MsgOcean);
                    return;
                }

                // Handle encounters.
                if (ignoreEncounters && Time.unscaledTime >= ignoreEncountersTime)
                {
                    ignoreEncounters = false;
                }
                if (!ignoreEncounters && GameManager.Instance.AreEnemiesNearby())
                {
                    // This happens when DFU spawns enemies nearby, however quest trigger encounters fire the OnEncounter event first so this code is never reached.
                    Debug.Log("Enountered enemies during travel.");
                    travelControlUI.CloseWindow();
                    if (DestinationCautious)
                    {
                        AttemptAvoidEncounter();
                    }
                    else
                    {
                        DaggerfallUI.MessageBox(MsgEnemies);
                    }
                    return;
                }

                // Check for diseases.
                var currentDiseaseCount = GameManager.Instance.PlayerEffectManager.DiseaseCount;
                if (currentDiseaseCount != diseaseCount)
                {
                    if (currentDiseaseCount > diseaseCount)
                    {
                        Debug.Log("New disease detected, interrupting travel!");
                        InterruptTravel();
                        DaggerfallUI.Instance.CreateHealthStatusBox(DaggerfallUI.Instance.UserInterfaceManager.TopWindow).Show();
                    }
                    diseaseCount = currentDiseaseCount;
                }
            }
        }