Consolidate the production icons into a single widget. Add income tracking for players.

This commit is contained in:
Scott_NZ
2012-11-22 01:09:43 +13:00
parent 83e1855919
commit 1c584fb158
5 changed files with 75 additions and 84 deletions

View File

@@ -382,7 +382,7 @@
<Compile Include="Widgets\Logic\ServerCreationLogic.cs" />
<Compile Include="Widgets\Logic\SettingsMenuLogic.cs" />
<Compile Include="Widgets\MoneyBinWidget.cs" />
<Compile Include="Widgets\ObserverBuildIconWidget.cs" />
<Compile Include="Widgets\ObserverBuildIconsWidget.cs" />
<Compile Include="Widgets\OrderButtonWidget.cs" />
<Compile Include="Widgets\PowerBinWidget.cs" />
<Compile Include="Widgets\RadarBinWidget.cs" />

View File

@@ -71,6 +71,15 @@ namespace OpenRA.Mods.RA.Widgets.Logic
var res = player.PlayerActor.Trait<PlayerResources>();
template.Get<LabelWidget>("CASH").GetText = () => "$" + (res.DisplayCash + res.DisplayOre);
template.Get<LabelWidget>("INCOME").GetText = () => "$" + res.IncomePerMin;
var change = template.Get<LabelWidget>("INCOME_CHANGE");
change.GetText = () => Math.Round(res.IncomeChange * 100, 1, MidpointRounding.AwayFromZero) + "%";
change.GetColor = () =>
{
if (res.IncomeChange < 0) return Color.Red;
if (res.IncomeChange > 0) return Color.LimeGreen;
else return Color.White;
};
var powerRes = player.PlayerActor.Trait<PowerManager>();
var power = template.Get<LabelWidget>("POWER");
@@ -80,29 +89,8 @@ namespace OpenRA.Mods.RA.Widgets.Logic
template.Get<LabelWidget>("KILLS").GetText = () => player.Kills.ToString();
template.Get<LabelWidget>("DEATHS").GetText = () => player.Deaths.ToString();
var building = template.Get<ObserverBuildIconWidget>("BUILDING_ICON");
building.GetPlayer = () => player;
building.GetQueue = () => "Building";
var defense = template.Get<ObserverBuildIconWidget>("DEFENSE_ICON");
defense.GetPlayer = () => player;
defense.GetQueue = () => "Defense";
var vehicle = template.Get<ObserverBuildIconWidget>("VEHICLE_ICON");
vehicle.GetPlayer = () => player;
vehicle.GetQueue = () => "Vehicle";
var infantry = template.Get<ObserverBuildIconWidget>("INFANTRY_ICON");
infantry.GetPlayer = () => player;
infantry.GetQueue = () => "Infantry";
var ship = template.Get<ObserverBuildIconWidget>("SHIP_ICON");
ship.GetPlayer = () => player;
ship.GetQueue = () => "Ship";
var plane = template.Get<ObserverBuildIconWidget>("PLANE_ICON");
plane.GetPlayer = () => player;
plane.GetQueue = () => "Plane";
var production = template.Get<ObserverBuildIconsWidget>("PRODUCTION_ICONS");
production.GetPlayer = () => player;
playersPanel.AddChild(template);
}

View File

@@ -13,19 +13,19 @@ using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Widgets;
using System.Drawing;
namespace OpenRA.Mods.RA.Widgets
{
public class ObserverBuildIconWidget : Widget
public class ObserverBuildIconsWidget : Widget
{
public Func<Player> GetPlayer;
public Func<string> GetQueue;
Dictionary<string, Sprite> iconSprites;
World world;
WorldRenderer worldRenderer;
[ObjectCreator.UseCtor]
public ObserverBuildIconWidget(World world, WorldRenderer worldRenderer)
public ObserverBuildIconsWidget(World world, WorldRenderer worldRenderer)
: base()
{
iconSprites = Rules.Info.Values.Where(u => u.Traits.Contains<BuildableInfo>() && u.Name[0] != '^')
@@ -36,11 +36,10 @@ namespace OpenRA.Mods.RA.Widgets
this.worldRenderer = worldRenderer;
}
protected ObserverBuildIconWidget(ObserverBuildIconWidget other)
protected ObserverBuildIconsWidget(ObserverBuildIconsWidget other)
: base(other)
{
GetPlayer = other.GetPlayer;
GetQueue = other.GetQueue;
iconSprites = other.iconSprites;
world = other.world;
worldRenderer = other.worldRenderer;
@@ -49,32 +48,30 @@ namespace OpenRA.Mods.RA.Widgets
public override void Draw()
{
var player = GetPlayer();
var queue = GetQueue();
if (player == null || queue == null)
if (player == null)
{
return;
}
var production = world.ActorsWithTrait<ProductionQueue>()
.Where(a => a.Actor.Owner == player && a.Trait.Info.Type == queue)
.Select(a => a.Trait)
.FirstOrDefault();
if (production == null)
var queues = world.ActorsWithTrait<ProductionQueue>()
.Where(a => a.Actor.Owner == player)
.Select((a, i) => new { a.Trait, i });
foreach (var queue in queues)
{
return;
var item = queue.Trait.CurrentItem();
if (item == null)
{
return;
}
var sprite = iconSprites[item.Item];
var size = sprite.size / new float2(2, 2);
var location = new float2(RenderBounds.Location) + new float2(queue.i * (int)size.Length, 0);
WidgetUtils.DrawSHP(sprite, location, worldRenderer, size);
}
var item = production.CurrentItem();
if (item == null)
{
return;
}
var location = new float2(RenderBounds.Location);
var sprite = iconSprites[item.Item];
WidgetUtils.DrawSHP(sprite, location, worldRenderer, sprite.size / new float2(2, 2));
}
public override Widget Clone()
{
return new ObserverBuildIconWidget(this);
return new ObserverBuildIconsWidget(this);
}
}
}