Fixed building placement input behaviour.

This commit is contained in:
Matthew Bowra-Dean
2009-10-13 23:40:23 +13:00
parent bebe9bee85
commit 2709118d48
3 changed files with 32 additions and 15 deletions

View File

@@ -28,6 +28,10 @@ namespace OpenRa.Game
{
if (!(orderGenerator is PlaceBuilding))
dragStart = dragEnd = xy;
if (orderGenerator != null)
foreach (var order in orderGenerator.Order(game, xy.ToInt2()))
order.Apply(game, true);
}
if (mi.Button == MouseButtons.Left && mi.Event == MouseInputEvent.Move)
@@ -55,7 +59,7 @@ namespace OpenRa.Game
if( mi.Button == MouseButtons.Right && mi.Event == MouseInputEvent.Down )
if( orderGenerator != null )
foreach( var order in orderGenerator.Order( game, xy.ToInt2() ) )
order.Apply( game );
order.Apply( game, false );
}
public Pair<float2, float2>? SelectionBox

View File

@@ -6,7 +6,7 @@ namespace OpenRa.Game
{
abstract class Order
{
public abstract void Apply( Game game );
public abstract void Apply( Game game, bool leftMButton );
}
class MoveOrder : Order
@@ -20,8 +20,9 @@ namespace OpenRa.Game
this.Destination = destination;
}
public override void Apply( Game game )
public override void Apply( Game game, bool leftMouseButton )
{
if (leftMouseButton) return;
Unit.traits.Get<Traits.Mobile>().destination = Destination;
}
}
@@ -37,8 +38,9 @@ namespace OpenRa.Game
Location = location;
}
public override void Apply( Game game )
public override void Apply( Game game, bool leftMouseButton )
{
if (leftMouseButton) return;
Unit.traits.Get<Traits.McvDeploy>().DeployLocation = Location;
var mobile = Unit.traits.Get<Traits.Mobile>();
mobile.destination = mobile.toCell;

View File

@@ -207,16 +207,27 @@ namespace OpenRa.Game
this.xy = xy;
}
public override void Apply(Game game)
public override void Apply(Game game, bool leftMouseButton)
{
if (leftMouseButton)
{
game.world.AddFrameEndTask(_ =>
{
Log.Write( "Player \"{0}\" builds {1}", building.Owner.PlayerName, building.Name );
game.world.Add( new Actor( building.Name, xy, building.Owner ) );
Log.Write("Player \"{0}\" builds {1}", building.Owner.PlayerName, building.Name);
game.world.Add(new Actor(building.Name, xy, building.Owner));
game.controller.orderGenerator = null;
game.worldRenderer.uiOverlay.KillOverlay();
});
}
else
{
game.world.AddFrameEndTask(_ =>
{
game.controller.orderGenerator = null;
game.worldRenderer.uiOverlay.KillOverlay();
});
}
}
}
}