Move ProductionQueueFromSelection into RA and generalize.
This commit is contained in:
@@ -71,7 +71,6 @@
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<Compile Include="IonCannonPower.cs" />
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<Compile Include="PoisonedByTiberium.cs" />
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<Compile Include="ProductionAirdrop.cs" />
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<Compile Include="ProductionQueueFromSelection.cs" />
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<Compile Include="WithCargo.cs" />
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<Compile Include="RenderGunboat.cs" />
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<Compile Include="SpawnViceroid.cs" />
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@@ -1,51 +0,0 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 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. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.Mods.RA;
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using OpenRA.Mods.RA.Widgets;
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using OpenRA.Traits;
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using OpenRA.Widgets;
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namespace OpenRA.Mods.Cnc.Widgets
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{
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class ProductionQueueFromSelectionInfo : ITraitInfo
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{
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public string ProductionTabsWidget = null;
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public object Create(ActorInitializer init) { return new ProductionQueueFromSelection(init.world, this); }
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}
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class ProductionQueueFromSelection : INotifySelection
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{
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readonly World world;
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Lazy<ProductionTabsWidget> tabsWidget;
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public ProductionQueueFromSelection(World world, ProductionQueueFromSelectionInfo info)
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{
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this.world = world;
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tabsWidget = Exts.Lazy(() =>
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Ui.Root.Get<ProductionTabsWidget>(info.ProductionTabsWidget));
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}
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public void SelectionChanged()
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{
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// Find an actor with a queue
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var producer = world.Selection.Actors.FirstOrDefault(a => a.IsInWorld
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&& a.World.LocalPlayer == a.Owner
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&& a.TraitsImplementing<ProductionQueue>().Any(q => q.Enabled));
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if (producer != null)
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tabsWidget.Value.CurrentQueue = producer.TraitsImplementing<ProductionQueue>().First(q => q.Enabled);
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}
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}
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}
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@@ -546,6 +546,8 @@
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<Compile Include="Widgets\Logic\Ingame\LoadIngamePlayerOrObserverUILogic.cs" />
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<Compile Include="Widgets\MenuButtonWidget.cs" />
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<Compile Include="Widgets\Logic\DebugMenuLogic.cs" />
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<Compile Include="Widgets\LabelWithTooltipWidget.cs" />
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<Compile Include="ProductionQueueFromSelection.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\OpenRA.Game\OpenRA.Game.csproj">
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73
OpenRA.Mods.RA/ProductionQueueFromSelection.cs
Normal file
73
OpenRA.Mods.RA/ProductionQueueFromSelection.cs
Normal file
@@ -0,0 +1,73 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 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. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.Mods.RA.Widgets;
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using OpenRA.Traits;
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using OpenRA.Widgets;
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namespace OpenRA.Mods.RA
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{
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class ProductionQueueFromSelectionInfo : ITraitInfo
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{
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public string ProductionTabsWidget = null;
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public string ProductionPaletteWidget = null;
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public object Create(ActorInitializer init) { return new ProductionQueueFromSelection(init.world, this); }
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}
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class ProductionQueueFromSelection : INotifySelection
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{
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readonly World world;
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readonly Lazy<ProductionTabsWidget> tabsWidget;
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readonly Lazy<ProductionPaletteWidget> paletteWidget;
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public ProductionQueueFromSelection(World world, ProductionQueueFromSelectionInfo info)
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{
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this.world = world;
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tabsWidget = Exts.Lazy(() => Ui.Root.GetOrNull(info.ProductionTabsWidget) as ProductionTabsWidget);
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paletteWidget = Exts.Lazy(() => Ui.Root.GetOrNull(info.ProductionPaletteWidget) as ProductionPaletteWidget);
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}
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public void SelectionChanged()
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{
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// Disable for spectators
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if (world.LocalPlayer == null)
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return;
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// Queue-per-actor
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var queue = world.Selection.Actors
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.Where(a => a.IsInWorld && a.World.LocalPlayer == a.Owner)
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.SelectMany(a => a.TraitsImplementing<ProductionQueue>())
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.FirstOrDefault(q => q.Enabled);
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// Queue-per-player
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if (queue == null)
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{
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var types = world.Selection.Actors.Where(a => a.IsInWorld && a.World.LocalPlayer == a.Owner)
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.SelectMany(a => a.TraitsImplementing<Production>())
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.SelectMany(t => t.Info.Produces);
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queue = world.LocalPlayer.PlayerActor.TraitsImplementing<ProductionQueue>()
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.FirstOrDefault(q => q.Enabled && types.Contains(q.Info.Type));
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}
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if (queue == null)
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return;
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if (tabsWidget.Value != null)
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tabsWidget.Value.CurrentQueue = queue;
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else if (paletteWidget.Value != null)
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paletteWidget.Value.CurrentQueue = queue;
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}
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}
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}
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