563 lines
17 KiB
C#
563 lines
17 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2012 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Mods.RA.Activities;
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using OpenRA.Mods.RA.Air;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Mods.RA.Effects;
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using OpenRA.Mods.RA.Move;
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using OpenRA.Network;
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using OpenRA.Traits;
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using OpenRA.Widgets;
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namespace OpenRA.Mods.RA.Missions
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{
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class Allies02ScriptInfo : TraitInfo<Allies02Script>, Requires<SpawnMapActorsInfo> { }
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class Allies02Script : IWorldLoaded, ITick
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{
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static readonly string[] Objectives =
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{
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"Hold off the Soviet forces and destroy the SAM sites. Tanya and Einstein must survive.",
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"Wait for the helicopter and extract Einstein. Tanya and Einstein must survive."
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};
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int currentObjective;
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Actor sam1;
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Actor sam2;
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Actor sam3;
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Actor sam4;
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Actor tanya;
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Actor einstein;
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Actor engineer;
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Actor chinookHusk;
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Actor allies2BasePoint;
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Actor reinforcementsEntryPoint;
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Actor extractionLZEntryPoint;
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Actor extractionLZ;
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Actor badgerEntryPoint;
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Actor badgerDropPoint;
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Actor sovietRallyPoint;
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Actor flamersEntryPoint;
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Actor einsteinChinook;
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World world;
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Player allies1;
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Player allies2;
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Player soviets;
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Actor sovietBarracks;
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Actor sovietWarFactory;
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CountdownTimer reinforcementsTimer;
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CountdownTimerWidget reinforcementsTimerWidget;
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const string InfantryQueueName = "Infantry";
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const string VehicleQueueName = "Vehicle";
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readonly List<string> sovietInfantry = new List<string> { "e1", "e2", "e3" };
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readonly List<string> sovietVehicles = new List<string> { "3tnk" };
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static readonly string[] SovietVehicleAdditions = { "v2rl" };
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const int SovietGroupSize = 8;
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const int SovietVehicleAdditionsTicks = 1500 * 4;
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const int ReinforcementsTicks = 1500 * 12;
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static readonly string[] Reinforcements = { "2tnk", "2tnk", "2tnk", "2tnk", "2tnk", "2tnk", "1tnk", "1tnk", "jeep", "e1", "e1", "e1", "e1", "e3", "e3", "mcv" };
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const int ReinforcementsCash = 2000;
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const int ParatroopersTicks = 1500 * 10;
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static readonly string[] Paratroopers = { "e1", "e1", "e1", "e2", "3tnk" };
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const string BadgerName = "badr";
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const int FlamersTicks = 1500 * 7;
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static readonly string[] Flamers = { "e4", "e4", "e4", "e4", "e4" };
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const string ApcName = "apc";
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const string ChinookName = "tran";
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const string SignalFlareName = "flare";
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const int EngineerSafeRange = 5;
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void DisplayObjective()
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{
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Game.AddChatLine(Color.LimeGreen, "Objective", Objectives[currentObjective]);
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Sound.Play("bleep6.aud");
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}
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void MissionFailed(string text)
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{
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if (allies1.WinState != WinState.Undefined)
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{
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return;
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}
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allies1.WinState = allies2.WinState = WinState.Lost;
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if (reinforcementsTimer != null)
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{
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reinforcementsTimerWidget.Visible = false;
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}
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foreach (var actor in world.Actors.Where(a => a.IsInWorld && (a.Owner == allies1 || a.Owner == allies2) && !a.IsDead()))
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{
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actor.Kill(actor);
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}
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Game.AddChatLine(Color.Red, "Mission failed", text);
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Sound.Play("misnlst1.aud");
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}
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void MissionAccomplished(string text)
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{
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if (allies1.WinState != WinState.Undefined)
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{
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return;
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}
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allies1.WinState = allies2.WinState = WinState.Won;
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if (reinforcementsTimer != null)
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{
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reinforcementsTimerWidget.Visible = false;
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}
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Game.AddChatLine(Color.Blue, "Mission accomplished", text);
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Sound.Play("misnwon1.aud");
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}
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public void Tick(Actor self)
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{
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if (allies1.WinState != WinState.Undefined)
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{
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return;
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}
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if (world.FrameNumber % 3500 == 1)
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{
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DisplayObjective();
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}
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if (world.FrameNumber % 50 == 1)
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{
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world.Add(new Smoke(world, chinookHusk.CenterLocation, "smoke_m"));
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}
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if (world.FrameNumber == 1)
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{
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InitializeSovietFactories();
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StartReinforcementsTimer();
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}
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reinforcementsTimer.Tick();
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if (world.FrameNumber == ParatroopersTicks)
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{
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ParadropSovietUnits();
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}
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if (world.FrameNumber == FlamersTicks)
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{
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RushSovietFlamers();
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}
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if (world.FrameNumber == SovietVehicleAdditionsTicks)
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{
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sovietVehicles.AddRange(SovietVehicleAdditions);
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}
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if (world.FrameNumber % 25 == 0)
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{
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AddSovietCashIfRequired();
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BuildSovietUnits();
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ManageSovietUnits();
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}
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if (EngineerSafe())
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{
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RescueEngineer();
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}
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if (currentObjective == 0)
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{
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if (sam1.Destroyed && sam2.Destroyed && sam3.Destroyed && sam4.Destroyed)
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{
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currentObjective++;
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DisplayObjective();
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SpawnSignalFlare();
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Sound.Play("flaren1.aud");
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SendChinook();
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}
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}
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else if (currentObjective == 1 && einsteinChinook != null)
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{
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if (einsteinChinook.Destroyed)
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{
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MissionFailed("The extraction helicopter was destroyed.");
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}
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else if (!world.Map.IsInMap(einsteinChinook.Location) && einsteinChinook.Trait<Cargo>().Passengers.Contains(einstein))
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{
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MissionAccomplished("Einstein was rescued.");
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}
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}
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if (tanya.Destroyed)
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{
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MissionFailed("Tanya was killed.");
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}
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else if (einstein.Destroyed)
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{
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MissionFailed("Einstein was killed.");
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}
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else if (!world.Actors.Any(a => a.IsInWorld && a.HasTrait<Building>() && !a.HasTrait<Wall>() && a.Owner == allies2))
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{
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MissionFailed("The Allied reinforcements have been defeated.");
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}
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}
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void AddSovietCashIfRequired()
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{
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var resources = soviets.PlayerActor.Trait<PlayerResources>();
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if (resources.Cash < ReinforcementsCash)
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{
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resources.GiveCash(ReinforcementsCash);
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}
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}
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void BuildSovietUnits()
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{
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var powerManager = soviets.PlayerActor.Trait<PowerManager>();
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if (powerManager.ExcessPower < 0)
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{
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return;
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}
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if (!sovietBarracks.Destroyed)
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{
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BuildSovietUnit(InfantryQueueName, sovietInfantry.Random(world.SharedRandom));
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}
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if (!sovietWarFactory.Destroyed)
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{
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BuildSovietUnit(VehicleQueueName, sovietVehicles.Random(world.SharedRandom));
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}
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}
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void ManageSovietUnits()
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{
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var idleSovietUnitsAtRP = ForcesNearLocation(sovietRallyPoint.CenterLocation, 3).Where(a => a.Owner == soviets && a.IsIdle && a.HasTrait<Mobile>());
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if (idleSovietUnitsAtRP.Count() >= SovietGroupSize)
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{
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var firstUnit = idleSovietUnitsAtRP.FirstOrDefault();
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if (firstUnit != null)
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{
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var closestAlliedBuilding = ClosestAlliedBuilding(firstUnit, 40);
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if (closestAlliedBuilding != null)
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{
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foreach (var unit in idleSovietUnitsAtRP)
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{
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unit.Trait<Mobile>().Nudge(unit, unit, true);
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unit.QueueActivity(new AttackMove.AttackMoveActivity(unit, new Move.Move(closestAlliedBuilding.Location, 3)));
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}
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}
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}
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}
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var idleSovietUnits = ForcesNearLocation(allies2BasePoint.CenterLocation, 20).Where(a => a.Owner == soviets && a.IsIdle);
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foreach (var unit in idleSovietUnits)
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{
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var closestAlliedBuilding = ClosestAlliedBuilding(unit, 40);
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if (closestAlliedBuilding != null)
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{
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unit.QueueActivity(new AttackMove.AttackMoveActivity(unit, new Move.Move(closestAlliedBuilding.Location, 3)));
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}
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}
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}
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Actor ClosestAlliedBuilding(Actor actor, int range)
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{
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return BuildingsNearLocation(actor.CenterLocation, range)
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.Where(a => a.Owner == allies2)
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.OrderBy(a => (actor.Location - a.Location).LengthSquared)
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.FirstOrDefault();
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}
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void InitializeSovietFactories()
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{
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var sbrp = sovietBarracks.Trait<RallyPoint>();
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var swrp = sovietWarFactory.Trait<RallyPoint>();
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sbrp.rallyPoint = swrp.rallyPoint = sovietRallyPoint.Location;
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sbrp.nearEnough = swrp.nearEnough = 3;
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sovietBarracks.Trait<PrimaryBuilding>().SetPrimaryProducer(sovietBarracks, true);
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sovietWarFactory.Trait<PrimaryBuilding>().SetPrimaryProducer(sovietWarFactory, true);
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}
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IEnumerable<ProductionQueue> FindQueues(Player player, string category)
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{
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return world.ActorsWithTrait<ProductionQueue>()
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.Where(a => a.Actor.Owner == player && a.Trait.Info.Type == category)
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.Select(a => a.Trait);
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}
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void BuildSovietUnit(string category, string unit)
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{
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var queue = FindQueues(soviets, category).FirstOrDefault(q => q.CurrentItem() == null);
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if (queue == null)
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{
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return;
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}
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var order = Order.StartProduction(queue.self, unit, 1);
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if (Game.IsHost)
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{
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world.IssueOrder(order);
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}
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}
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void SpawnSignalFlare()
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{
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world.CreateActor(SignalFlareName, new TypeDictionary { new OwnerInit(allies1), new LocationInit(extractionLZ.Location) });
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}
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void StartReinforcementsTimer()
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{
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Sound.Play("timergo1.aud");
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reinforcementsTimer = new CountdownTimer(ReinforcementsTicks, ReinforcementsTimerExpired);
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reinforcementsTimerWidget = new CountdownTimerWidget(reinforcementsTimer, "Reinforcements arrive in", new float2(128, 96));
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Ui.Root.AddChild(reinforcementsTimerWidget);
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}
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void ParadropSovietUnits()
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{
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var badger = world.CreateActor(BadgerName, new TypeDictionary
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{
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new LocationInit(badgerEntryPoint.Location),
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new OwnerInit(soviets),
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new FacingInit(Util.GetFacing(badgerDropPoint.Location - badgerEntryPoint.Location, 0)),
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new AltitudeInit(Rules.Info[BadgerName].Traits.Get<PlaneInfo>().CruiseAltitude),
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});
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badger.QueueActivity(new FlyAttack(Target.FromCell(badgerDropPoint.Location)));
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badger.Trait<ParaDrop>().SetLZ(badgerDropPoint.Location);
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var cargo = badger.Trait<Cargo>();
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foreach (var unit in Paratroopers)
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{
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cargo.Load(badger, world.CreateActor(false, unit, new TypeDictionary { new OwnerInit(soviets) }));
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}
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}
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void RushSovietFlamers()
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{
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var closestAlliedBuilding = ClosestAlliedBuilding(badgerDropPoint, 10);
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if (closestAlliedBuilding == null)
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{
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return;
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}
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var apc = world.CreateActor(ApcName, new TypeDictionary { new OwnerInit(soviets), new LocationInit(flamersEntryPoint.Location) });
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foreach (var flamer in Flamers)
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{
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var unit = world.CreateActor(false, flamer, new TypeDictionary { new OwnerInit(soviets) });
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apc.Trait<Cargo>().Load(apc, unit);
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}
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apc.QueueActivity(new MoveAdjacentTo(Target.FromActor(closestAlliedBuilding)));
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apc.QueueActivity(new UnloadCargo(true));
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}
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void ReinforcementsTimerExpired(CountdownTimer countdownTimer)
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{
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reinforcementsTimerWidget.Visible = false;
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SendReinforcements();
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}
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void SendReinforcements()
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{
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Sound.Play("reinfor1.aud");
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var resources = allies2.PlayerActor.Trait<PlayerResources>();
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resources.GiveCash(2000);
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foreach (var unit in Reinforcements)
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{
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var actor = world.CreateActor(unit, new TypeDictionary
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{
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new LocationInit(reinforcementsEntryPoint.Location),
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new FacingInit(0),
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new OwnerInit(allies2)
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});
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actor.QueueActivity(new Move.Move(allies2BasePoint.Location));
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}
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}
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void SendChinook()
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{
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einsteinChinook = world.CreateActor(ChinookName, new TypeDictionary { new OwnerInit(allies1), new LocationInit(extractionLZEntryPoint.Location) });
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einsteinChinook.QueueActivity(new HeliFly(extractionLZ.CenterLocation));
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einsteinChinook.QueueActivity(new Turn(0));
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einsteinChinook.QueueActivity(new HeliLand(true, 0));
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einsteinChinook.QueueActivity(new WaitFor(() => einsteinChinook.Trait<Cargo>().Passengers.Contains(einstein)));
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einsteinChinook.QueueActivity(new Wait(150));
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einsteinChinook.QueueActivity(new HeliFly(extractionLZEntryPoint.CenterLocation));
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einsteinChinook.QueueActivity(new RemoveSelf());
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}
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IEnumerable<Actor> UnitsNearLocation(PPos location, int range)
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{
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return world.FindUnitsInCircle(location, Game.CellSize * range)
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.Where(a => a.IsInWorld && a != world.WorldActor && !a.Destroyed && !a.Owner.NonCombatant);
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}
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IEnumerable<Actor> BuildingsNearLocation(PPos location, int range)
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{
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return UnitsNearLocation(location, range).Where(a => a.HasTrait<Building>() && !a.HasTrait<Wall>());
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}
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IEnumerable<Actor> ForcesNearLocation(PPos location, int range)
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{
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return UnitsNearLocation(location, range).Where(a => a.HasTrait<IMove>());
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}
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bool EngineerSafe()
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{
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if (engineer.Destroyed)
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{
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return false;
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}
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var units = ForcesNearLocation(engineer.CenterLocation, EngineerSafeRange);
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return units.Any() && units.All(a => a.Owner == allies1);
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}
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void RescueEngineer()
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{
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if (!engineer.Destroyed)
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{
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engineer.ChangeOwner(allies1);
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}
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}
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public void WorldLoaded(World w)
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{
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world = w;
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allies1 = w.Players.Single(p => p.InternalName == "Allies1");
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allies2 = w.Players.Single(p => p.InternalName == "Allies2");
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soviets = w.Players.Single(p => p.InternalName == "Soviets");
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var actors = w.WorldActor.Trait<SpawnMapActors>().Actors;
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sam1 = actors["SAM1"];
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sam2 = actors["SAM2"];
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sam3 = actors["SAM3"];
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sam4 = actors["SAM4"];
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tanya = actors["Tanya"];
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einstein = actors["Einstein"];
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chinookHusk = actors["ChinookHusk"];
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allies2BasePoint = actors["Allies2BasePoint"];
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reinforcementsEntryPoint = actors["ReinforcementsEntryPoint"];
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extractionLZ = actors["ExtractionLZ"];
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extractionLZEntryPoint = actors["ExtractionLZEntryPoint"];
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badgerEntryPoint = actors["BadgerEntryPoint"];
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badgerDropPoint = actors["BadgerDropPoint"];
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engineer = actors["Engineer"];
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sovietBarracks = actors["SovietBarracks"];
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sovietWarFactory = actors["SovietWarFactory"];
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sovietRallyPoint = actors["SovietRallyPoint"];
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flamersEntryPoint = actors["FlamersEntryPoint"];
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var shroud = w.WorldActor.Trait<Shroud>();
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shroud.Explore(w, sam1.Location, 2);
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shroud.Explore(w, sam2.Location, 2);
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shroud.Explore(w, sam3.Location, 2);
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shroud.Explore(w, sam4.Location, 2);
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if (w.LocalPlayer == null || w.LocalPlayer == allies1)
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{
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Game.MoveViewport(chinookHusk.Location.ToFloat2());
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}
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else
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{
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Game.MoveViewport(allies2BasePoint.Location.ToFloat2());
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}
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PlayMusic();
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Game.ConnectionStateChanged += StopMusic;
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}
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void PlayMusic()
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{
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if (!Rules.InstalledMusic.Any())
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{
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return;
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}
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var track = Rules.InstalledMusic.Random(Game.CosmeticRandom);
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Sound.PlayMusicThen(track.Value, PlayMusic);
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}
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void StopMusic(OrderManager orderManager)
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{
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if (!orderManager.GameStarted)
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{
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Sound.StopMusic();
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Game.ConnectionStateChanged -= StopMusic;
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}
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}
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}
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public class CountdownTimer
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{
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public int TicksLeft { get; set; }
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public Action<CountdownTimer> OnExpired { get; set; }
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public Action<CountdownTimer> OnOneMinuteRemaining { get; set; }
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public Action<CountdownTimer> OnTwoMinutesRemaining { get; set; }
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public Action<CountdownTimer> OnThreeMinutesRemaining { get; set; }
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public Action<CountdownTimer> OnFourMinutesRemaining { get; set; }
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public Action<CountdownTimer> OnFiveMinutesRemaining { get; set; }
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public Action<CountdownTimer> OnTenMinutesRemaining { get; set; }
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public Action<CountdownTimer> OnTwentyMinutesRemaining { get; set; }
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public Action<CountdownTimer> OnThirtyMinutesRemaining { get; set; }
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public Action<CountdownTimer> OnFortyMinutesRemaining { get; set; }
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public CountdownTimer(int ticksLeft, Action<CountdownTimer> onExpired)
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{
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TicksLeft = ticksLeft;
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OnExpired = onExpired;
|
|
OnOneMinuteRemaining = t => Sound.Play("1minr.aud");
|
|
OnTwoMinutesRemaining = t => Sound.Play("2minr.aud");
|
|
OnThreeMinutesRemaining = t => Sound.Play("3minr.aud");
|
|
OnFourMinutesRemaining = t => Sound.Play("4minr.aud");
|
|
OnFiveMinutesRemaining = t => Sound.Play("5minr.aud");
|
|
OnTenMinutesRemaining = t => Sound.Play("10minr.aud");
|
|
OnTwentyMinutesRemaining = t => Sound.Play("20minr.aud");
|
|
OnThirtyMinutesRemaining = t => Sound.Play("30minr.aud");
|
|
OnFortyMinutesRemaining = t => Sound.Play("40minr.aud");
|
|
}
|
|
|
|
public void Tick()
|
|
{
|
|
if (TicksLeft > 0)
|
|
{
|
|
TicksLeft--;
|
|
switch (TicksLeft)
|
|
{
|
|
case 1500 * 00: OnExpired(this); break;
|
|
case 1500 * 01: OnOneMinuteRemaining(this); break;
|
|
case 1500 * 02: OnTwoMinutesRemaining(this); break;
|
|
case 1500 * 03: OnThreeMinutesRemaining(this); break;
|
|
case 1500 * 04: OnFourMinutesRemaining(this); break;
|
|
case 1500 * 05: OnFiveMinutesRemaining(this); break;
|
|
case 1500 * 10: OnTenMinutesRemaining(this); break;
|
|
case 1500 * 20: OnTwentyMinutesRemaining(this); break;
|
|
case 1500 * 30: OnThirtyMinutesRemaining(this); break;
|
|
case 1500 * 40: OnFortyMinutesRemaining(this); break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public class CountdownTimerWidget : Widget
|
|
{
|
|
public CountdownTimer CountdownTimer { get; set; }
|
|
public string Header { get; set; }
|
|
public float2 Position { get; set; }
|
|
|
|
public CountdownTimerWidget(CountdownTimer countdownTimer, string header, float2 position)
|
|
{
|
|
CountdownTimer = countdownTimer;
|
|
Header = header;
|
|
Position = position;
|
|
}
|
|
|
|
public override void Draw()
|
|
{
|
|
if (!IsVisible())
|
|
{
|
|
return;
|
|
}
|
|
var font = Game.Renderer.Fonts["Bold"];
|
|
var text = "{0}: {1}".F(Header, WidgetUtils.FormatTime(CountdownTimer.TicksLeft));
|
|
font.DrawTextWithContrast(text, Position, CountdownTimer.TicksLeft == 0 && Game.LocalTick % 60 >= 30 ? Color.Red : Color.White, Color.Black, 1);
|
|
}
|
|
}
|
|
}
|