Add EnemySpawnType: AfterEmote
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01c88ecb84
commit
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@ -579,6 +579,7 @@
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"AfterInteraction",
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"AfterItemUse",
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"AfterAction",
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"AfterEmote",
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"OverworldEnemies",
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"FateEnemies"
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]
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@ -10,6 +10,7 @@ public sealed class EnemySpawnTypeConverter() : EnumConverter<EEnemySpawnType>(V
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{ EEnemySpawnType.AfterInteraction, "AfterInteraction" },
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{ EEnemySpawnType.AfterItemUse, "AfterItemUse" },
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{ EEnemySpawnType.AfterAction, "AfterAction" },
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{ EEnemySpawnType.AfterEmote, "AfterEmote" },
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{ EEnemySpawnType.AutoOnEnterArea, "AutoOnEnterArea" },
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{ EEnemySpawnType.OverworldEnemies, "OverworldEnemies" },
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{ EEnemySpawnType.FateEnemies, "FateEnemies" },
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@ -10,6 +10,7 @@ public enum EEnemySpawnType
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AfterInteraction,
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AfterItemUse,
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AfterAction,
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AfterEmote,
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AutoOnEnterArea,
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OverworldEnemies,
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FateEnemies,
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@ -33,17 +33,14 @@ internal static class Combat
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switch (step.EnemySpawnType)
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{
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case EEnemySpawnType.AfterInteraction:
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{
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ArgumentNullException.ThrowIfNull(step.DataId);
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yield return new Interact.Task(step.DataId.Value, quest, EInteractionType.None, true);
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yield return new WaitAtEnd.WaitDelay(TimeSpan.FromSeconds(1));
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yield return CreateTask(quest, sequence, step);
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break;
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}
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case EEnemySpawnType.AfterItemUse:
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{
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ArgumentNullException.ThrowIfNull(step.DataId);
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ArgumentNullException.ThrowIfNull(step.ItemId);
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@ -52,10 +49,8 @@ internal static class Combat
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yield return new WaitAtEnd.WaitDelay(TimeSpan.FromSeconds(1));
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yield return CreateTask(quest, sequence, step);
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break;
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}
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case EEnemySpawnType.AfterAction:
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{
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ArgumentNullException.ThrowIfNull(step.DataId);
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ArgumentNullException.ThrowIfNull(step.Action);
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@ -65,7 +60,18 @@ internal static class Combat
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yield return new WaitAtEnd.WaitDelay(TimeSpan.FromSeconds(1));
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yield return CreateTask(quest, sequence, step);
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break;
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}
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case EEnemySpawnType.AfterEmote:
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ArgumentNullException.ThrowIfNull(step.Emote);
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yield return new Mount.UnmountTask();
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if (step.DataId != null)
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yield return new Emote.UseOnObject(step.Emote.Value, step.DataId.Value);
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else
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yield return new Emote.UseOnSelf(step.Emote.Value);
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yield return new WaitAtEnd.WaitDelay(TimeSpan.FromSeconds(1));
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yield return CreateTask(quest, sequence, step);
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break;
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case EEnemySpawnType.AutoOnEnterArea:
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if (step.CombatDelaySecondsAtStart == null)
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