Tech tree changes to support non-buildable prerequisites, capturable superweapons, "hidden tech" for tech buildings, scripted tech unlocks, "build everything" developer toggle.

This commit is contained in:
Paul Chote
2010-08-27 23:51:12 +12:00
parent 7f3e491ecc
commit 853e60f76e
9 changed files with 141 additions and 76 deletions

View File

@@ -186,8 +186,8 @@ namespace OpenRA.Mods.RA.Widgets
// Collect info
var x = 0;
var y = 0;
var buildableItems = queue.BuildableItems();
var allBuildables = queue.AllItems();
var buildableItems = queue.BuildableItems().OrderBy(a => a.Traits.Get<BuildableInfo>().BuildPaletteOrder);
var allBuildables = queue.AllItems().OrderBy(a => a.Traits.Get<BuildableInfo>().BuildPaletteOrder);
var overlayBits = new List<Pair<Sprite, float2>>();
numActualRows = Math.Max((allBuildables.Count() + Columns - 1) / Columns, Rows);