Refactored ProductionQueue to support different production styles.
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@@ -30,7 +30,7 @@ namespace OpenRA.Mods.Common.Widgets
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public List<ProductionTab> Tabs = new List<ProductionTab>();
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public string Group;
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public int NextQueueName = 1;
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public bool Alert { get { return Tabs.Any(t => t.Queue.CurrentDone); } }
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public bool Alert { get { return Tabs.Any(t => t.Queue.AllQueued().Any(i => i.Done)); } }
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public void Update(IEnumerable<ProductionQueue> allQueues)
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{
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@@ -111,7 +111,7 @@ namespace OpenRA.Mods.Common.Widgets
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// Prioritize alerted queues
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var queues = Groups[queueGroup].Tabs.Select(t => t.Queue)
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.OrderByDescending(q => q.CurrentDone ? 1 : 0)
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.OrderByDescending(q => q.AllQueued().Any(i => i.Done) ? 1 : 0)
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.ToList();
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if (reverse) queues.Reverse();
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@@ -195,7 +195,7 @@ namespace OpenRA.Mods.Common.Widgets
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var textSize = font.Measure(tab.Name);
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var position = new int2(rect.X + (rect.Width - textSize.X) / 2, rect.Y + (rect.Height - textSize.Y) / 2);
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font.DrawTextWithContrast(tab.Name, position, tab.Queue.CurrentDone ? Color.Gold : Color.White, Color.Black, 1);
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font.DrawTextWithContrast(tab.Name, position, tab.Queue.AllQueued().Any(i => i.Done) ? Color.Gold : Color.White, Color.Black, 1);
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}
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Game.Renderer.DisableScissor();
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