Sync replay support timers to original game time.

This commit is contained in:
Paul Chote
2016-01-10 23:52:12 +00:00
parent 652f38ff66
commit 353837e37b
2 changed files with 28 additions and 9 deletions

View File

@@ -23,25 +23,34 @@ namespace OpenRA.Mods.Common.Widgets
public readonly string Format = "{0}: {1}";
public readonly TimerOrder Order = TimerOrder.Descending;
readonly World world;
readonly int timestep;
readonly IEnumerable<SupportPowerInstance> powers;
Pair<string, Color>[] texts;
[ObjectCreator.UseCtor]
public SupportPowerTimerWidget(World world)
{
this.world = world;
powers = world.ActorsWithTrait<SupportPowerManager>()
.Where(p => !p.Actor.IsDead && !p.Actor.Owner.NonCombatant)
.SelectMany(s => s.Trait.Powers.Values)
.Where(p => p.Instances.Any() && p.Info.DisplayTimer && !p.Disabled);
// Timers in replays should be synced to the effective game time, not the playback time.
timestep = world.Timestep;
if (world.IsReplay)
{
GameSpeed speed;
var gameSpeeds = Game.ModData.Manifest.Get<GameSpeeds>();
if (gameSpeeds.Speeds.TryGetValue(world.LobbyInfo.GlobalSettings.GameSpeedType, out speed))
timestep = speed.Timestep;
}
}
public override void Tick()
{
texts = powers.Select(p =>
{
var time = WidgetUtils.FormatTime(p.RemainingTime, false, world.Timestep);
var time = WidgetUtils.FormatTime(p.RemainingTime, false, timestep);
var text = Format.F(p.Info.Description, time);
var color = !p.Ready || Game.LocalTick % 50 < 25 ? p.Instances[0].Self.Owner.Color.RGB : Color.White;
return Pair.New(text, color);