Sync ProductionQueue
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@@ -38,10 +38,23 @@ namespace OpenRA.Mods.RA
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PowerManager PlayerPower;
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PowerManager PlayerPower;
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PlayerResources PlayerResources;
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PlayerResources PlayerResources;
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// TODO: sync these
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// A list of things we are currently building
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// A list of things we are currently building
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public List<ProductionItem> Queue = new List<ProductionItem>();
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public List<ProductionItem> Queue = new List<ProductionItem>();
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[Sync]
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public int QueueLength { get { return Queue.Count; } }
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[Sync]
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public int CurrentRemainingCost { get { return QueueLength == 0 ? 0 : Queue[0].RemainingCost; } }
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[Sync]
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public int CurrentRemainingTime { get { return QueueLength == 0 ? 0 : Queue[0].RemainingTime; } }
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[Sync]
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public int CurrentSlowdown { get { return QueueLength == 0 ? 0 : Queue[0].slowdown; } }
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[Sync]
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public bool CurrentPaused { get { return QueueLength == 0 ? false : Queue[0].Paused; } }
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[Sync]
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public bool CurrentDone { get { return QueueLength == 0 ? false : Queue[0].Done; } }
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// A list of things we could possibly build, even if our race doesn't normally get it
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// A list of things we could possibly build, even if our race doesn't normally get it
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public Dictionary<ActorInfo, ProductionState> Produceable = new Dictionary<ActorInfo, ProductionState>();
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public Dictionary<ActorInfo, ProductionState> Produceable = new Dictionary<ActorInfo, ProductionState>();
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@@ -293,7 +306,7 @@ namespace OpenRA.Mods.RA
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public bool Paused = false, Done = false;
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public bool Paused = false, Done = false;
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public Action OnComplete;
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public Action OnComplete;
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int slowdown = 0;
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public int slowdown = 0;
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public ProductionItem(ProductionQueue queue, string item, int time, int cost, Action onComplete)
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public ProductionItem(ProductionQueue queue, string item, int time, int cost, Action onComplete)
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{
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{
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