Add separate chat panel for spectators and players
Forces the chat and performance panels to be re-initialized when a player transitions to spectators. This ensures that spectators don't get to see faction themed widgets.
This commit is contained in:
committed by
Paul Chote
parent
edd3a2eb75
commit
2d0e7040db
@@ -19,7 +19,7 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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[ObjectCreator.UseCtor]
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public AddFactionSuffixLogic(Widget widget, World world)
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{
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if (world.LocalPlayer == null)
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if (world.LocalPlayer == null || world.LocalPlayer.Spectating)
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return;
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if (!ChromeMetrics.TryGet("FactionSuffix-" + world.LocalPlayer.Faction.InternalName, out string faction))
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@@ -0,0 +1,25 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2021 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using OpenRA.Widgets;
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namespace OpenRA.Mods.Common.Widgets.Logic
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{
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public class LoadIngameChatLogic : ChromeLogic
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{
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[ObjectCreator.UseCtor]
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public LoadIngameChatLogic(Widget widget, World world)
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{
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var root = widget.Get("CHAT_ROOT");
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Game.LoadWidget(world, "CHAT_PANEL", root, new WidgetArgs() { { "isMenuChat", false } });
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}
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}
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}
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@@ -54,7 +54,6 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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}
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Game.LoadWidget(world, "DEBUG_WIDGETS", worldRoot, new WidgetArgs());
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Game.LoadWidget(world, "CHAT_PANEL", worldRoot, new WidgetArgs() { { "isMenuChat", false } });
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world.GameOver += () =>
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{
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