Missions JSON moved to translations submodule so missions can be added/enabled without disturbing main project.
Individual mission ids can be disabled not just whole mstid.
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6 changed files with 18 additions and 12074 deletions
12
Js/Main.js
12
Js/Main.js
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@ -127,7 +127,7 @@ function buildMissionSelectList() {
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opt.innerText = 'Select Mission';
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} else {
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let m = utage.missionsList[i];
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if(!availableMstIds.includes(m.MstId)) {
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if(!Object.keys(utage.groupedMissions[m.MstId].Missions).some((mis) => { return utage.groupedMissions[m.MstId].Missions[mis].Enabled === true })) {
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continue;
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}
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opt.setAttribute('value', m.MstId);
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@ -189,7 +189,9 @@ function missionDropDownChanged(event) {
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let chapterSelect = '<div><span>Chapter Select:</span><select id="ChapterSelect">';
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for(let k of Object.keys(mis.Missions)) {
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var m = mis.Missions[k];
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chapterSelect += `<option value="${m.Id}">${m.Id}</option>`
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if(m.Enabled) {
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chapterSelect += `<option value="${m.Id}">${m.Id}</option>`
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}
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}
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chapterSelect += '</select></div>';
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cont.innerHTML = `
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@ -250,6 +252,10 @@ function missionChanged(mstId, value) {
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checkMissionList(mst.Missions, value);
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currentMission = newMission;
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currentMissionMst = mstId;
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if(!currentMission.Enabled) {
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missionChanged(currentMissionMst, mst.Missions[currentMissionList[currentMissionIndex+1]].Id);
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return;
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}
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let promises = [
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utage.parseMissionFile(`${utage.rootDirectory}XDUData/${newMission.Path.replace('Asset/', '').replace('.utage', '').replace('.tsv', '_t.tsv')}`),
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utage.loadMissionTranslation(`${utage.rootDirectory}Js/Translations/Missions/${currentMission.Path.replace('Asset/Utage/', '').replace('Scenario/', '').replace('.utage', '').replace('.tsv', `_translations_${selectedLang}.json`)}`)
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@ -262,7 +268,7 @@ function missionChanged(mstId, value) {
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player.playFile()
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.then((success) => {
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if(currentMissionIndex !== currentMissionList.length - 1) {
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missionChanged(currentMissionMst, mst.Missions[currentMissionList[currentMissionIndex+1]].Id)
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missionChanged(currentMissionMst, mst.Missions[currentMissionList[currentMissionIndex+1]].Id);
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} else {
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player.resetAll();
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resetMissions();
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