diff --git a/OpenRA.Mods.RA/Widgets/BuildPaletteWidget.cs b/OpenRA.Mods.RA/Widgets/BuildPaletteWidget.cs index 0d8f5ce8bb..a7f4262b9d 100755 --- a/OpenRA.Mods.RA/Widgets/BuildPaletteWidget.cs +++ b/OpenRA.Mods.RA/Widgets/BuildPaletteWidget.cs @@ -29,14 +29,15 @@ namespace OpenRA.Mods.RA.Widgets List visibleTabs = new List(); bool paletteOpen = false; - Dictionary tabImageNames; Dictionary 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>> buttons = new List>>(); List>> tabs = new List>>(); Animation cantBuild; @@ -63,15 +64,7 @@ namespace OpenRA.Mods.RA.Widgets .ToDictionary( u => u.Name, u => SpriteSheetBuilder.LoadAllSprites(u.Traits.Get().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(); var producing = CurrentQueue.AllItems().FirstOrDefault( a => a.Item == item ); diff --git a/mods/cnc/structures.yaml b/mods/cnc/structures.yaml index 23563d7aa0..8667057581 100644 --- a/mods/cnc/structures.yaml +++ b/mods/cnc/structures.yaml @@ -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: