Fix ProductionOverlay crash.

This commit is contained in:
Paul Chote
2017-12-25 12:14:32 +00:00
committed by ltem
parent 4be593123d
commit ec97214c16

View File

@@ -39,12 +39,12 @@ namespace OpenRA.Mods.Common.Traits.Render
{ {
readonly Animation overlay; readonly Animation overlay;
readonly ProductionInfo production; readonly ProductionInfo production;
ProductionQueue queue; ProductionQueue[] queues;
bool buildComplete; bool buildComplete;
bool IsProducing bool IsProducing
{ {
get { return queue != null && queue.CurrentItem() != null && !queue.CurrentPaused; } get { return queues != null && queues.Any(q => q.Enabled && q.CurrentItem() != null && !q.CurrentPaused); }
} }
public WithProductionOverlay(Actor self, WithProductionOverlayInfo info) public WithProductionOverlay(Actor self, WithProductionOverlayInfo info)
@@ -65,36 +65,37 @@ namespace OpenRA.Mods.Common.Traits.Render
rs.Add(anim, info.Palette, info.IsPlayerPalette); rs.Add(anim, info.Palette, info.IsPlayerPalette);
} }
void SelectQueue(Actor self) void CacheQueues(Actor self)
{ {
var perBuildingQueues = self.TraitsImplementing<ProductionQueue>(); // Per-actor production
queue = perBuildingQueues.FirstOrDefault(q => q.Enabled && production.Produces.Contains(q.Info.Type)); queues = self.TraitsImplementing<ProductionQueue>()
.Where(q => production.Produces.Contains(q.Info.Type))
.ToArray();
if (queue == null) if (!queues.Any())
{ {
var perPlayerQueues = self.Owner.PlayerActor.TraitsImplementing<ProductionQueue>(); // Player-wide production
queue = perPlayerQueues.FirstOrDefault(q => q.Enabled && production.Produces.Contains(q.Info.Type)); queues = self.Owner.PlayerActor.TraitsImplementing<ProductionQueue>()
.Where(q => production.Produces.Contains(q.Info.Type))
.ToArray();
} }
if (queue == null)
throw new InvalidOperationException("Can't find production queues.");
} }
void INotifyCreated.Created(Actor self) void INotifyCreated.Created(Actor self)
{ {
if (buildComplete) if (buildComplete)
SelectQueue(self); CacheQueues(self);
} }
void INotifyBuildComplete.BuildingComplete(Actor self) void INotifyBuildComplete.BuildingComplete(Actor self)
{ {
buildComplete = true; buildComplete = true;
SelectQueue(self); CacheQueues(self);
} }
void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner) void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
{ {
self.World.AddFrameEndTask(w => SelectQueue(self)); self.World.AddFrameEndTask(w => CacheQueues(self));
} }
void INotifySold.Sold(Actor self) { } void INotifySold.Sold(Actor self) { }