Load end-game dialog only after game ends, not already when it starts

This is to ensure that statistics reflect the state at the end of the
game, not that from the start of the game.

Fixes #6547.
This commit is contained in:
Oliver Brakmann
2014-09-25 21:02:39 +02:00
parent 47565c33be
commit ef35ee2204
2 changed files with 2 additions and 10 deletions

View File

@@ -45,14 +45,10 @@ namespace OpenRA.Mods.D2k.Widgets.Logic
{
Game.LoadWidget(world, "CHAT_PANEL", gameRoot, new WidgetArgs());
var showleaveMapWidget = false;
var leaveMapWidget = Game.LoadWidget(world, "LEAVE_MAP_WIDGET", Ui.Root, new WidgetArgs());
leaveMapWidget.IsVisible = () => showleaveMapWidget;
Action ShowLeaveMapWidget = () =>
{
gameRoot.RemoveChildren();
showleaveMapWidget = true;
Game.LoadWidget(world, "LEAVE_MAP_WIDGET", Ui.Root, new WidgetArgs());
};
world.GameOver += ShowLeaveMapWidget;
}

View File

@@ -43,14 +43,10 @@ namespace OpenRA.Mods.RA.Widgets.Logic
Game.LoadWidget(world, "CHAT_PANEL", ingameRoot, new WidgetArgs());
var showLeaveMapWidget = false;
var leaveMapWidget = Game.LoadWidget(world, "LEAVE_MAP_WIDGET", Ui.Root, new WidgetArgs());
leaveMapWidget.IsVisible = () => showLeaveMapWidget;
Action ShowLeaveMapWidget = () =>
{
ingameRoot.RemoveChildren();
showLeaveMapWidget = true;
Game.LoadWidget(world, "LEAVE_MAP_WIDGET", Ui.Root, new WidgetArgs());
};
world.GameOver += ShowLeaveMapWidget;
}