removed UnitCategory. removed the last unit-based use of Categories (Categories is still used for weapons)

This commit is contained in:
Bob
2010-01-14 14:30:51 +13:00
parent 73f6d5c71c
commit 8aae1ff7d5
7 changed files with 21 additions and 32 deletions

View File

@@ -41,7 +41,7 @@ namespace OpenRa.Game.Orders
public void Tick()
{
var producing = Producer.traits.Get<Traits.ProductionQueue>().CurrentItem( Rules.UnitCategory[ Building ] );
var producing = Producer.traits.Get<Traits.ProductionQueue>().CurrentItem( Rules.NewUnitInfo[ Building ].Category );
if (producing == null || producing.Item != Building || producing.RemainingTime != 0)
Game.controller.CancelInputMode();
}

View File

@@ -16,18 +16,19 @@ namespace OpenRa.Game.Orders
Game.world.AddFrameEndTask( _ =>
{
var queue = order.Player.PlayerActor.traits.Get<ProductionQueue>();
var producing = queue.CurrentItem(Rules.UnitCategory[order.TargetString]);
var unit = Rules.NewUnitInfo[ order.TargetString ];
var producing = queue.CurrentItem(unit.Category);
if( producing == null || producing.Item != order.TargetString || producing.RemainingTime != 0 )
return;
Game.world.Add( new Actor( order.TargetString, order.TargetLocation - Footprint.AdjustForBuildingSize( Rules.NewUnitInfo[ order.TargetString ].Traits.Get<BuildingInfo>() ), order.Player ) );
Game.world.Add( new Actor( order.TargetString, order.TargetLocation - Footprint.AdjustForBuildingSize( unit.Traits.Get<BuildingInfo>() ), order.Player ) );
if (order.Player == Game.LocalPlayer)
{
Sound.Play("placbldg.aud");
Sound.Play("build5.aud");
}
queue.FinishProduction(Rules.UnitCategory[order.TargetString]);
queue.FinishProduction(unit.Category);
} );
break;
}