Make objectives panel visible to spectators/observers
It also allows switching the context of the panel by selecting a certain player's view in the player view spectator drop down.
This commit is contained in:
@@ -11,6 +11,7 @@
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using System.Linq;
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using OpenRA.Mods.Common.Scripting;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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using OpenRA.Widgets;
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@@ -32,14 +33,14 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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var scriptContext = world.WorldActor.TraitOrDefault<LuaScript>();
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var hasError = scriptContext != null && scriptContext.FatalErrorOccurred;
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var iop = world.WorldActor.TraitsImplementing<IObjectivesPanel>().FirstOrDefault();
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var hasObjectives = hasError || (lp != null && iop != null && iop.PanelName != null);
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var hasObjectivesPanel = hasError || (iop != null && iop.PanelName != null);
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if (hasObjectives)
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if (hasObjectivesPanel)
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{
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numTabs++;
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var objectivesTabButton = widget.Get<ButtonWidget>(string.Concat("BUTTON", numTabs.ToString()));
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objectivesTabButton.GetText = () => "Objectives";
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objectivesTabButton.IsVisible = () => lp != null && numTabs > 1 && !hasError;
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objectivesTabButton.IsVisible = () => numTabs > 1 && !hasError;
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objectivesTabButton.OnClick = () => activePanel = IngameInfoPanel.Objectives;
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objectivesTabButton.IsHighlighted = () => activePanel == IngameInfoPanel.Objectives;
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@@ -54,7 +55,8 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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}
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// Briefing tab
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if (world.Map.Exists("map.png"))
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var missionData = world.WorldActor.Info.TraitInfoOrDefault<MissionDataInfo>();
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if (missionData != null && !string.IsNullOrEmpty(missionData.Briefing))
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{
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numTabs++;
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var mapTabButton = widget.Get<ButtonWidget>(string.Concat("BUTTON", numTabs.ToString()));
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@@ -24,26 +24,35 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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[ObjectCreator.UseCtor]
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public GameInfoObjectivesLogic(Widget widget, World world)
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{
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var lp = world.LocalPlayer;
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var missionStatus = widget.Get<LabelWidget>("MISSION_STATUS");
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missionStatus.GetText = () => lp.WinState == WinState.Undefined ? "In progress" :
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lp.WinState == WinState.Won ? "Accomplished" : "Failed";
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missionStatus.GetColor = () => lp.WinState == WinState.Undefined ? Color.White :
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lp.WinState == WinState.Won ? Color.LimeGreen : Color.Red;
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var mo = lp.PlayerActor.TraitOrDefault<MissionObjectives>();
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if (mo == null)
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return;
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var player = world.RenderPlayer ?? world.LocalPlayer;
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var objectivesPanel = widget.Get<ScrollPanelWidget>("OBJECTIVES_PANEL");
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template = objectivesPanel.Get<ContainerWidget>("OBJECTIVE_TEMPLATE");
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if (player == null)
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{
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objectivesPanel.RemoveChildren();
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return;
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}
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var mo = player.PlayerActor.TraitOrDefault<MissionObjectives>();
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if (mo == null)
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{
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objectivesPanel.RemoveChildren();
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return;
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}
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var missionStatus = widget.Get<LabelWidget>("MISSION_STATUS");
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missionStatus.GetText = () => player.WinState == WinState.Undefined ? "In progress" :
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player.WinState == WinState.Won ? "Accomplished" : "Failed";
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missionStatus.GetColor = () => player.WinState == WinState.Undefined ? Color.White :
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player.WinState == WinState.Won ? Color.LimeGreen : Color.Red;
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PopulateObjectivesList(mo, objectivesPanel, template);
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Action<Player, bool> redrawObjectives = (player, _) =>
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Action<Player, bool> redrawObjectives = (p, _) =>
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{
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if (player == lp)
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if (p == player)
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PopulateObjectivesList(mo, objectivesPanel, template);
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};
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mo.ObjectiveAdded += redrawObjectives;
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@@ -24,24 +24,31 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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[ObjectCreator.UseCtor]
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public GameInfoStatsLogic(Widget widget, World world, OrderManager orderManager)
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{
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var lp = world.LocalPlayer;
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var player = world.RenderPlayer ?? world.LocalPlayer;
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var checkbox = widget.Get<CheckboxWidget>("STATS_CHECKBOX");
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checkbox.IsChecked = () => lp.WinState != WinState.Undefined;
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checkbox.GetCheckType = () => lp.WinState == WinState.Won ?
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"checked" : "crossed";
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if (lp.HasObjectives)
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{
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var mo = lp.PlayerActor.Trait<MissionObjectives>();
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checkbox.GetText = () => mo.Objectives.First().Description;
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}
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var missionLabel = widget.Get<LabelWidget>("MISSION");
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var statusLabel = widget.Get<LabelWidget>("STATS_STATUS");
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checkbox.IsVisible = () => player != null && !player.NonCombatant;
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missionLabel.IsVisible = () => player != null && !player.NonCombatant;
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statusLabel.IsVisible = () => player != null && !player.NonCombatant;
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statusLabel.GetText = () => lp.WinState == WinState.Won ? "Accomplished" :
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lp.WinState == WinState.Lost ? "Failed" : "In progress";
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statusLabel.GetColor = () => lp.WinState == WinState.Won ? Color.LimeGreen :
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lp.WinState == WinState.Lost ? Color.Red : Color.White;
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if (player != null && !player.NonCombatant)
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{
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checkbox.IsChecked = () => player.WinState != WinState.Undefined;
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checkbox.GetCheckType = () => player.WinState == WinState.Won ?
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"checked" : "crossed";
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if (player.HasObjectives)
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{
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var mo = player.PlayerActor.Trait<MissionObjectives>();
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checkbox.GetText = () => mo.Objectives.First().Description;
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}
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statusLabel.GetText = () => player.WinState == WinState.Won ? "Accomplished" :
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player.WinState == WinState.Lost ? "Failed" : "In progress";
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statusLabel.GetColor = () => player.WinState == WinState.Won ? Color.LimeGreen :
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player.WinState == WinState.Lost ? Color.Red : Color.White;
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}
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var playerPanel = widget.Get<ScrollPanelWidget>("PLAYER_LIST");
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var playerTemplate = playerPanel.Get("PLAYER_TEMPLATE");
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@@ -73,7 +80,7 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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var flag = item.Get<ImageWidget>("FACTIONFLAG");
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flag.GetImageCollection = () => "flags";
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if (lp.Stances[pp] == Stance.Ally || lp.WinState != WinState.Undefined)
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if (player == null || player.Stances[pp] == Stance.Ally || player.WinState != WinState.Undefined)
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{
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flag.GetImageName = () => pp.Faction.InternalName;
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item.Get<LabelWidget>("FACTION").GetText = () => pp.Faction.Name;
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