add IEnum<T>.JoinWith, use it to clean up a bunch of things
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@@ -480,7 +480,7 @@ namespace OpenRA.Mods.RA.Widgets
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var bi = info.Traits.GetOrDefault<BuildingInfo>();
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if (bi != null)
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DrawRightAligned("{1}{0}".F(bi.Power, bi.Power > 0 ? "+" : ""), pos + new int2(-5, 20),
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((power.PowerProvided - power.PowerDrained) >= -bi.Power || bi.Power > 0)? Color.White: Color.Red);
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((power.PowerProvided - power.PowerDrained) >= -bi.Power || bi.Power > 0)? Color.White: Color.Red);
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p += new int2(5, 35);
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if (!canBuildThis)
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@@ -488,7 +488,7 @@ namespace OpenRA.Mods.RA.Widgets
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var prereqs = buildable.Prerequisites
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.Select( a => Description( a ) );
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Game.Renderer.Fonts["Regular"].DrawText(
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"Requires {0}".F(string.Join(", ", prereqs.ToArray())),
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"Requires {0}".F(prereqs.JoinWith(", ")),
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p.ToInt2(),
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Color.White);
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@@ -84,12 +84,17 @@ namespace OpenRA.Mods.RA.Widgets.Logic
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return (currentServer == null) ? null : Game.modData.FindMapByUid(currentServer.Map);
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}
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static string GenerateModLabel(KeyValuePair<string,string> mod)
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{
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if (Mod.AllMods.ContainsKey(mod.Key))
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return "{0} ({1})".F(Mod.AllMods[mod.Key].Title, mod.Value);
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return "Unknown Mod: {0}".F(mod.Key);
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}
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public static string GenerateModsLabel(GameServer s)
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{
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return string.Join("\n", s.UsefulMods
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.Select(m =>
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Mod.AllMods.ContainsKey(m.Key) ? string.Format("{0} ({1})", Mod.AllMods[m.Key].Title, m.Value)
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: string.Format("Unknown Mod: {0}",m.Key)).ToArray());
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return s.UsefulMods.Select(m => GenerateModLabel(m)).JoinWith("\n");
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}
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void RefreshServerList(IEnumerable<GameServer> games)
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