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fix!: Fix KnownTechHandler SetAnalysisTechEntry with story goals over…
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…load (#560)

Change analysis tech overload with story goals

Changed this overload to fix story goals not being passed in and made it ONLY available for SN1.
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LeeTwentyThree authored Nov 12, 2024
1 parent e0b3d66 commit 536af8c
Showing 1 changed file with 3 additions and 1 deletion.
4 changes: 3 additions & 1 deletion Nautilus/Handlers/KnownTechHandler.cs
Original file line number Diff line number Diff line change
Expand Up @@ -316,6 +316,7 @@ public static void SetAnalysisTechEntry(KnownTech.AnalysisTech analysisTech)
AddAnalysisTech(analysisTech);
}

#if SUBNAUTICA
/// <summary>
/// Allows you to define which TechTypes are unlocked when a certain TechType is unlocked, i.e., "analysed".
/// If there is already an existing AnalysisTech entry for a TechType, all the TechTypes in "techTypesToUnlock" will be
Expand All @@ -329,8 +330,9 @@ public static void SetAnalysisTechEntry(KnownTech.AnalysisTech analysisTech)
/// <param name="storyGoals">The story goals that will be triggered when you unlock the blueprint.</param>
public static void SetAnalysisTechEntry(TechType techTypeToBeAnalysed, IEnumerable<TechType> techTypesToUnlock, FMODAsset unlockSound, Sprite unlockSprite, List<StoryGoal> storyGoals)
{
AddAnalysisTech(techTypeToBeAnalysed, techTypesToUnlock, "NotificationBlueprintUnlocked", unlockSound, unlockSprite);
AddAnalysisTech(techTypeToBeAnalysed, techTypesToUnlock, "NotificationBlueprintUnlocked", unlockSound, unlockSprite, storyGoals);
}
#endif

/// <summary>
/// Allows you to set up a custom Compound Unlock requiring multiple techtypes to be unlocked before 1 is.
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