Files
OpenRA/OpenRa.Game/Orders/ChronosphereSelectOrderGenerator.cs

57 lines
1.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using OpenRa.GameRules;
using OpenRa.Traits;
namespace OpenRa.Orders
{
class ChronosphereSelectOrderGenerator : IOrderGenerator
{
public ChronosphereSelectOrderGenerator() {}
public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
{
if (mi.Button == MouseButton.Right)
Game.controller.CancelInputMode();
return OrderInner(world, xy, mi);
}
IEnumerable<Order> OrderInner(World world, int2 xy, MouseInput mi)
{
if (mi.Button == MouseButton.Left)
{
var loc = mi.Location + Game.viewport.Location;
var underCursor = world.FindUnits(loc, loc)
.Where(a => a.Owner == world.LocalPlayer
&& a.traits.Contains<Chronoshiftable>()
&& a.traits.Contains<Selectable>()).FirstOrDefault();
if (underCursor != null)
yield return new Order("ChronosphereSelect", world.LocalPlayer.PlayerActor, underCursor);
}
yield break;
}
public void Tick( World world )
{
var hasChronosphere = world.Actors
.Any(a => a.Owner == world.LocalPlayer && a.traits.Contains<Chronosphere>());
if (!hasChronosphere)
Game.controller.CancelInputMode();
}
public void Render( World world ) { }
public Cursor GetCursor(World world, int2 xy, MouseInput mi)
{
mi.Button = MouseButton.Left;
return OrderInner(world, xy, mi).Any()
? Cursor.ChronoshiftSelect : Cursor.MoveBlocked;
}
}
}