using System.Collections.Generic; using System.Drawing; using OpenRa.Traits; namespace OpenRa.Mods.Aftermath.Orders { class SetChronoTankDestination : IOrderGenerator { public readonly Actor self; public SetChronoTankDestination(Actor self) { this.self = self; } public IEnumerable Order(World world, int2 xy, MouseInput mi) { if (mi.Button == MouseButton.Left) { Game.controller.CancelInputMode(); yield break; } yield return new Order("ChronoshiftSelf", self, xy); } public void Tick( World world ) { } public void Render( World world ) { world.WorldRenderer.DrawSelectionBox(self, Color.White, true); } public Cursor GetCursor(World world, int2 xy, MouseInput mi) { if (!world.LocalPlayer.Shroud.IsExplored(xy)) return Cursor.MoveBlocked; var movement = self.traits.GetOrDefault(); return (movement.CanEnterCell(xy)) ? Cursor.Chronoshift : Cursor.MoveBlocked; } } }