Files
WulaFallenEmpireRW/Source/WulaFallenEmpire/EventSystem/EventDef.cs

75 lines
2.3 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using Verse;
namespace WulaFallenEmpire
{
public enum DescriptionSelectionMode
{
Random,
Sequential
}
public class EventDef : Def
{
public string portraitPath;
public string characterName;
// New system: list of descriptions
public List<string> descriptions;
public DescriptionSelectionMode descriptionMode = DescriptionSelectionMode.Random;
public bool hiddenWindow = false;
// Backwards compatibility: old single description field
public new string description = null;
public Vector2 windowSize = Vector2.zero;
public List<EventOption> options;
public string backgroundImagePath;
public List<ConditionalEffects> immediateEffects;
public List<ConditionalEffects> dismissEffects;
public override void PostLoad()
{
base.PostLoad();
#pragma warning disable 0618
// If the old description field is used, move its value to the new list for processing.
if (!description.NullOrEmpty())
{
if (descriptions.NullOrEmpty())
{
descriptions = new List<string>();
}
descriptions.Insert(0, description);
description = null; // Clear the old field to prevent confusion
}
#pragma warning restore 0618
// If hiddenWindow is true, merge immediateEffects into dismissEffects at load time.
if (hiddenWindow && !immediateEffects.NullOrEmpty())
{
if (dismissEffects.NullOrEmpty())
{
dismissEffects = new List<ConditionalEffects>();
}
dismissEffects.AddRange(immediateEffects);
immediateEffects = null; // Clear to prevent double execution
}
}
}
public class EventOption
{
public string label;
public List<ConditionalEffects> optionEffects;
public List<Condition> conditions;
public string disabledReason;
public bool hideWhenDisabled = false;
}
public class ConditionalEffects
{
public List<Condition> conditions;
public List<Effect> effects;
}
}