Check for when the next mission is disabled will now not fail if the next mission in line is also disabled.
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parent
99c7afde04
commit
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23
Js/Main.js
23
Js/Main.js
@ -255,7 +255,16 @@ function missionChanged(mstId, value) {
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currentMission = newMission;
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currentMission = newMission;
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currentMissionMst = mstId;
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currentMissionMst = mstId;
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if(!currentMission.Enabled) {
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if(!currentMission.Enabled) {
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missionChanged(currentMissionMst, mst.Missions[currentMissionList[currentMissionIndex+1]].Id);
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//Check for the next enabled mission. If there are none just reset.
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for(let i = currentMissionIndex + 1; i < currentMissionList.length; ++i) {
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const mis = mst.Missions[currentMissionList[i]];
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if(mis && mis.Enabled) {
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missionChanged(currentMissionMst, mis.Id);
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return;
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}
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}
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//If we got through the loop there are no more enabled so just end
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resetMissions();
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return;
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return;
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}
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}
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let promises = [];
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let promises = [];
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@ -349,7 +358,17 @@ function skipClicked(event) {
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} else if(player.runEvent && currentMissionIndex !== currentMissionList.length - 1) {
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} else if(player.runEvent && currentMissionIndex !== currentMissionList.length - 1) {
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event.preventDefault();
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event.preventDefault();
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event.stopPropagation();
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event.stopPropagation();
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missionChanged(currentMissionMst, utage.groupedMissions[currentMissionMst].Missions[currentMissionList[currentMissionIndex+1]].Id);
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//Find the next enabled mission
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for(let i = currentMissionIndex + 1; i < currentMissionList.length; ++i) {
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const mis = utage.groupedMissions[currentMissionMst].Missions[currentMissionList[i]];
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if(mis && mis.Enabled) {
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//missionChanged(currentMissionMst, utage.groupedMissions[currentMissionMst].Missions[currentMissionList[currentMissionIndex+1]].Id);
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missionChanged(currentMissionMst, mis.Id);
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return;
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}
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}
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//If we got through the loop there are no more enabled so just end
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resetMissions();
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}
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}
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}
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}
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@ -1 +1 @@
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Subproject commit fe1fa06db3afc7fd1a8f967adf6e105cd26fc963
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Subproject commit 533c48371ed01ed7265b6b5f052d1b2c3fce940f
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