PrimaryBuilding is no longer necessary in cnc; remove cruft from BuildPaletteWidget

This commit is contained in:
Paul Chote
2010-08-26 23:49:14 +12:00
parent a882735deb
commit cedfeab63c
2 changed files with 2 additions and 15 deletions

View File

@@ -29,14 +29,15 @@ namespace OpenRA.Mods.RA.Widgets
List<ProductionQueue> visibleTabs = new List<ProductionQueue>();
bool paletteOpen = false;
Dictionary<string, string[]> tabImageNames;
Dictionary<string, Sprite> iconSprites;
static float2 paletteOpenOrigin = new float2(Game.viewport.Width - 215, 280);
static float2 paletteClosedOrigin = new float2(Game.viewport.Width - 16, 280);
static float2 paletteOrigin = paletteClosedOrigin;
const int paletteAnimationLength = 7;
int paletteAnimationFrame = 0;
bool paletteAnimating = false;
List<Pair<Rectangle, Action<MouseInput>>> buttons = new List<Pair<Rectangle,Action<MouseInput>>>();
List<Pair<Rectangle, Action<MouseInput>>> tabs = new List<Pair<Rectangle, Action<MouseInput>>>();
Animation cantBuild;
@@ -63,15 +64,7 @@ namespace OpenRA.Mods.RA.Widgets
.ToDictionary(
u => u.Name,
u => SpriteSheetBuilder.LoadAllSprites(u.Traits.Get<TooltipInfo>().Icon ?? (u.Name + "icon"))[0]);
var groups = Rules.Categories();
tabImageNames = groups.Select(
(g, i) => Pair.New(g,
OpenRA.Graphics.Util.MakeArray(3,
n => i.ToString())))
.ToDictionary(a => a.First, a => a.Second);
IsVisible = () => { return CurrentQueue != null || (CurrentQueue == null && !paletteOpen); };
}
@@ -337,7 +330,6 @@ namespace OpenRA.Mods.RA.Widgets
void HandleBuildPalette( World world, string item, bool isLmb )
{
var player = world.LocalPlayer;
var unit = Rules.Info[item];
var eva = world.WorldActor.Info.Traits.Get<EvaAlertsInfo>();
var producing = CurrentQueue.AllItems().FirstOrDefault( a => a.Item == item );

View File

@@ -181,7 +181,6 @@ PYLE:
Produces: Infantry
SpawnOffsets: -10,2, 7,7
ExitCells: 0,1, 1,1
PrimaryBuilding:
ProductionQueue@Vehicle:
Type: Infantry
BuildSpeed: .4
@@ -215,7 +214,6 @@ HAND:
Produces: Infantry
SpawnOffsets: 12,24
ExitCells:1,2
PrimaryBuilding:
ProductionQueue@Infantry:
Type: Infantry
BuildSpeed: .4
@@ -251,7 +249,6 @@ AFLD:
Produces: Vehicle
SpawnOffsets: -24,0
ExitCells:3,1
PrimaryBuilding:
ProductionQueue@Vehicle:
Type: Vehicle
BuildSpeed: .4
@@ -288,7 +285,6 @@ WEAP:
Produces: Vehicle
SpawnOffsets: -8,-8
ExitCells: 0,2
PrimaryBuilding:
ProductionQueue@Vehicle:
Type: Vehicle
BuildSpeed: .4
@@ -401,7 +397,6 @@ HPAD:
SpawnOffsets: 0,-6
ExitCells: 0,0
Produces: Plane
PrimaryBuilding:
BelowUnits:
Reservable:
RepairsUnits: