Fix ra queue visibility
This commit is contained in:
@@ -50,7 +50,6 @@ namespace OpenRA.Traits
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foreach (var a in Rules.TechTree.AllBuildables(Info.Type))
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foreach (var a in Rules.TechTree.AllBuildables(Info.Type))
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{
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{
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var bi = a.Traits.Get<BuildableInfo>();
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var bi = a.Traits.Get<BuildableInfo>();
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Console.WriteLine(a.Name);
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// Can our race build this by satisfying normal prereqs?
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// Can our race build this by satisfying normal prereqs?
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var buildable = bi.Owner.Contains(self.Owner.Country.Race);
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var buildable = bi.Owner.Contains(self.Owner.Country.Race);
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Produceable.Add( a, new ProductionState(){ Visible = buildable && !bi.Hidden } );
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Produceable.Add( a, new ProductionState(){ Visible = buildable && !bi.Hidden } );
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@@ -89,8 +88,12 @@ namespace OpenRA.Traits
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return Queue;
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return Queue;
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}
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}
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ActorInfo[] None = new ActorInfo[]{};
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public IEnumerable<ActorInfo> AllItems()
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public IEnumerable<ActorInfo> AllItems()
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{
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{
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if (!QueueActive)
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return None;
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if (Game.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().AllTech)
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if (Game.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().AllTech)
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return Produceable.Select(a => a.Key);
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return Produceable.Select(a => a.Key);
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@@ -99,6 +102,9 @@ namespace OpenRA.Traits
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public IEnumerable<ActorInfo> BuildableItems()
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public IEnumerable<ActorInfo> BuildableItems()
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{
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{
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if (!QueueActive)
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return None;
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if (Game.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().AllTech)
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if (Game.LobbyInfo.GlobalSettings.AllowCheats && self.Owner.PlayerActor.Trait<DeveloperMode>().AllTech)
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return Produceable.Select(a => a.Key);
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return Produceable.Select(a => a.Key);
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@@ -111,11 +117,17 @@ namespace OpenRA.Traits
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return Rules.TechTree.CanBuild(actor, self.Owner, buildings);
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return Rules.TechTree.CanBuild(actor, self.Owner, buildings);
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}
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}
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[Sync] bool QueueActive = true;
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public void Tick( Actor self )
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public void Tick( Actor self )
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{
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{
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if (!initialized)
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if (!initialized)
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Initialize();
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Initialize();
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if (self == self.Owner.PlayerActor)
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QueueActive = self.World.Queries.OwnedBy[self.Owner].WithTrait<Production>()
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.Where(x => x.Trait.Info.Produces.Contains(Info.Type))
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.Any();
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while( Queue.Count > 0 && !BuildableItems().Any(b => b.Name == Queue[ 0 ].Item) )
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while( Queue.Count > 0 && !BuildableItems().Any(b => b.Name == Queue[ 0 ].Item) )
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{
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{
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self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(Queue[0].TotalCost - Queue[0].RemainingCost); // refund what's been paid so far.
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self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(Queue[0].TotalCost - Queue[0].RemainingCost); // refund what's been paid so far.
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@@ -227,15 +239,9 @@ namespace OpenRA.Traits
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void BuildUnit( string name )
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void BuildUnit( string name )
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{
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{
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// If the actor has a production trait, use it.
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if (self == self.Owner.PlayerActor)
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var sp = self.TraitsImplementing<Production>().Where(p => p.Info.Produces.Contains(Info.Type)).FirstOrDefault();
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if (sp != null)
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{
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{
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if (!IsDisabledBuilding(self) && sp.Produce(self, Rules.Info[ name ]))
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// original ra behavior; queue lives on PlayerActor, need to find a production structure
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FinishProduction();
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return;
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}
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var producers = self.World.Queries.OwnedBy[self.Owner]
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var producers = self.World.Queries.OwnedBy[self.Owner]
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.WithTrait<Production>()
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.WithTrait<Production>()
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.Where(x => x.Trait.Info.Produces.Contains(Info.Type))
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.Where(x => x.Trait.Info.Produces.Contains(Info.Type))
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@@ -259,6 +265,14 @@ namespace OpenRA.Traits
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}
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}
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}
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}
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}
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}
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else
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{
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// queue lives on actor; is produced at same actor
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var sp = self.TraitsImplementing<Production>().Where(p => p.Info.Produces.Contains(Info.Type)).FirstOrDefault();
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if (sp != null && !IsDisabledBuilding(self) && sp.Produce(self, Rules.Info[ name ]))
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FinishProduction();
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}
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}
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}
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}
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public class ProductionState
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public class ProductionState
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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.RA.Widgets
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public int Rows = 5;
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public int Rows = 5;
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ProductionQueue CurrentQueue = null;
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ProductionQueue CurrentQueue = null;
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List<ProductionQueue> visibleTabs = new List<ProductionQueue>();
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List<ProductionQueue> VisibleQueues = new List<ProductionQueue>();
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bool paletteOpen = false;
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bool paletteOpen = false;
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Dictionary<string, Sprite> iconSprites;
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Dictionary<string, Sprite> iconSprites;
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@@ -75,20 +75,21 @@ namespace OpenRA.Mods.RA.Widgets
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public override void Tick(World world)
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public override void Tick(World world)
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{
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{
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visibleTabs.Clear();
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VisibleQueues.Clear();
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var queues = world.Queries.WithTraitMultiple<ProductionQueue>()
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var queues = world.Queries.WithTraitMultiple<ProductionQueue>()
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.Where(p => p.Actor.Owner == world.LocalPlayer)
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.Where(p => p.Actor.Owner == world.LocalPlayer)
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.Select(p => p.Trait);
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.Select(p => p.Trait);
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foreach (var queue in queues)
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foreach (var queue in queues)
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if (queue.BuildableItems().Count() > 0)
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{
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visibleTabs.Add(queue);
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if (queue.AllItems().Count() > 0)
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VisibleQueues.Add(queue);
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else if (CurrentQueue == queue)
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else if (CurrentQueue == queue)
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CurrentQueue = null;
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CurrentQueue = null;
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}
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if (CurrentQueue == null)
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if (CurrentQueue == null)
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CurrentQueue = queues.FirstOrDefault();
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CurrentQueue = VisibleQueues.FirstOrDefault();
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TickPaletteAnimation(world);
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TickPaletteAnimation(world);
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@@ -386,11 +387,7 @@ namespace OpenRA.Mods.RA.Widgets
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tabs.Clear();
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tabs.Clear();
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var queues = world.Queries.WithTraitMultiple<ProductionQueue>()
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foreach (var queue in VisibleQueues)
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.Where(p => p.Actor.Owner == world.LocalPlayer)
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.Select(p => p.Trait);
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foreach (var queue in queues)
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{
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{
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string[] tabKeys = { "normal", "ready", "selected" };
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string[] tabKeys = { "normal", "ready", "selected" };
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var producing = queue.CurrentItem();
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var producing = queue.CurrentItem();
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@@ -500,23 +497,23 @@ namespace OpenRA.Mods.RA.Widgets
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void TabChange(bool shift)
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void TabChange(bool shift)
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{
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{
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int size = visibleTabs.Count();
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int size = VisibleQueues.Count();
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if (size > 0)
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if (size > 0)
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{
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{
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int current = visibleTabs.IndexOf(CurrentQueue);
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int current = VisibleQueues.IndexOf(CurrentQueue);
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if (!shift)
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if (!shift)
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{
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{
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if (current + 1 >= size)
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if (current + 1 >= size)
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SetCurrentTab(visibleTabs.FirstOrDefault());
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SetCurrentTab(VisibleQueues.FirstOrDefault());
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else
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else
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SetCurrentTab(visibleTabs[current + 1]);
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SetCurrentTab(VisibleQueues[current + 1]);
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}
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}
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else
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else
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{
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{
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if (current - 1 < 0)
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if (current - 1 < 0)
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SetCurrentTab(visibleTabs.LastOrDefault());
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SetCurrentTab(VisibleQueues.LastOrDefault());
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else
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else
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SetCurrentTab(visibleTabs[current - 1]);
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SetCurrentTab(VisibleQueues[current - 1]);
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}
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}
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}
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}
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}
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}
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