moved all selection-related bits into Selection.cs
This commit is contained in:
@@ -128,69 +128,5 @@ namespace OpenRa
|
||||
throw new InvalidOperationException( "Desync in Controller.ChooseCursor" );
|
||||
}
|
||||
}
|
||||
|
||||
Cache<int, List<Actor>> controlGroups = new Cache<int, List<Actor>>(_ => new List<Actor>());
|
||||
|
||||
public void DoControlGroup(World world, int group, Modifiers mods)
|
||||
{
|
||||
if (mods.HasModifier(Modifiers.Ctrl))
|
||||
{
|
||||
if (!selection.Actors.Any())
|
||||
return;
|
||||
|
||||
controlGroups[group].Clear();
|
||||
|
||||
for (var i = 0; i < 10; i++) /* all control groups */
|
||||
controlGroups[i].RemoveAll(a => selection.Actors.Contains(a));
|
||||
|
||||
controlGroups[group].AddRange(selection.Actors);
|
||||
return;
|
||||
}
|
||||
|
||||
if (mods.HasModifier(Modifiers.Alt))
|
||||
{
|
||||
Game.viewport.Center(controlGroups[group]);
|
||||
return;
|
||||
}
|
||||
|
||||
selection.Combine(world, controlGroups[group],
|
||||
mods.HasModifier(Modifiers.Shift), false);
|
||||
}
|
||||
|
||||
public int? GetControlGroupForActor(Actor a)
|
||||
{
|
||||
return controlGroups.Where(g => g.Value.Contains(a))
|
||||
.Select(g => (int?)g.Key)
|
||||
.FirstOrDefault();
|
||||
}
|
||||
}
|
||||
|
||||
public class Selection
|
||||
{
|
||||
List<Actor> actors = new List<Actor>();
|
||||
|
||||
public void Combine(World world, IEnumerable<Actor> newSelection, bool isCombine, bool isClick)
|
||||
{
|
||||
var oldSelection = actors.AsEnumerable();
|
||||
|
||||
if (isClick)
|
||||
{
|
||||
var adjNewSelection = newSelection.Take(1); /* todo: select BEST, not FIRST */
|
||||
actors = (isCombine ? oldSelection.SymmetricDifference(adjNewSelection) : adjNewSelection).ToList();
|
||||
}
|
||||
else
|
||||
actors = (isCombine ? oldSelection.Union(newSelection) : newSelection).ToList();
|
||||
|
||||
var voicedUnit = actors.FirstOrDefault(a => a.traits.Contains<Unit>() && a.Owner == world.LocalPlayer);
|
||||
Sound.PlayVoice("Select", voicedUnit);
|
||||
}
|
||||
|
||||
public IEnumerable<Actor> Actors { get { return actors; } }
|
||||
public void Clear() { actors = new List<Actor>(); }
|
||||
|
||||
public void Tick(World world)
|
||||
{
|
||||
actors.RemoveAll(a => !a.IsInWorld);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user