Files
OpenRA/OpenRA.Mods.Common/Traits/Player/ProductionQueue.cs
2024-10-04 15:11:27 +03:00

799 lines
24 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Attach this to an actor (usually a building) to let it produce units or construct buildings.",
"If one builds another actor of this type, he will get a separate queue to create two actors",
"at the same time. Will only work together with the Production: trait.")]
public class ProductionQueueInfo : TraitInfo, IRulesetLoaded
{
[FieldLoader.Require]
[Desc("What kind of production will be added (e.g. Building, Infantry, Vehicle, ...)")]
public readonly string Type = null;
[Desc("The value used when ordering this for display (e.g. in the Spectator UI).")]
public readonly int DisplayOrder = 0;
[Desc("Group queues from separate buildings together into the same tab.")]
public readonly string Group = null;
[Desc("Only enable this queue for certain factions.")]
public readonly HashSet<string> Factions = new();
[Desc("Should the prerequisite remain enabled if the owner changes?")]
public readonly bool Sticky = true;
[Desc("Player must pay for item upfront")]
public readonly bool PayUpFront = false;
[Desc("Should right clicking on the icon instantly cancel the production instead of putting it on hold?")]
public readonly bool DisallowPaused = false;
[Desc("This percentage value is multiplied with actor cost to translate into build time (lower means faster).")]
public readonly int BuildDurationModifier = 100;
[Desc("Maximum number of a single actor type that can be queued (0 = infinite).")]
public readonly int ItemLimit = 999;
[Desc("Maximum number of items that can be queued across all actor types (0 = infinite).")]
public readonly int QueueLimit = 0;
[Desc("The build time is multiplied with this percentage on low power.")]
public readonly int LowPowerModifier = 100;
[Desc("Production items that have more than this many items in the queue will be produced in a loop.")]
public readonly int InfiniteBuildLimit = -1;
[NotificationReference("Speech")]
[Desc("Notification played when production is complete.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string ReadyAudio = null;
[FluentReference(optional: true)]
[Desc("Notification displayed when production is complete.")]
public readonly string ReadyTextNotification = null;
[NotificationReference("Speech")]
[Desc("Notification played when you can't train another actor",
"when the build limit exceeded or the exit is jammed.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string BlockedAudio = null;
[FluentReference(optional: true)]
[Desc("Notification displayed when you can't train another actor",
"when the build limit exceeded or the exit is jammed.")]
public readonly string BlockedTextNotification = null;
[NotificationReference("Speech")]
[Desc("Notification played when you can't queue another actor",
"when the queue length limit is exceeded.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string LimitedAudio = null;
[FluentReference(optional: true)]
[Desc("Notification displayed when you can't queue another actor",
"when the queue length limit is exceeded.")]
public readonly string LimitedTextNotification = null;
[NotificationReference("Speech")]
[Desc("Notification played when you can't place a building.",
"Overrides PlaceBuilding.CannotPlaceNotification for this queue.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string CannotPlaceAudio = null;
[NotificationReference("Speech")]
[Desc("Notification played when user clicks on the build palette icon.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string QueuedAudio = null;
[FluentReference(optional: true)]
[Desc("Notification displayed when user clicks on the build palette icon.")]
public readonly string QueuedTextNotification = null;
[NotificationReference("Speech")]
[Desc("Notification played when player right-clicks on the build palette icon.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string OnHoldAudio = null;
[FluentReference(optional: true)]
[Desc("Notification displayed when player right-clicks on the build palette icon.")]
public readonly string OnHoldTextNotification = null;
[NotificationReference("Speech")]
[Desc("Notification played when player right-clicks on a build palette icon that is already on hold.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string CancelledAudio = null;
[FluentReference(optional: true)]
[Desc("Notification displayed when player right-clicks on a build palette icon that is already on hold.")]
public readonly string CancelledTextNotification = null;
public override object Create(ActorInitializer init) { return new ProductionQueue(init, this); }
public void RulesetLoaded(Ruleset rules, ActorInfo ai)
{
if (LowPowerModifier <= 0)
throw new YamlException("Production queue must have LowPowerModifier of at least 1.");
}
}
public class ProductionQueue : IResolveOrder, ITick, ITechTreeElement, INotifyOwnerChanged, INotifyKilled, INotifySold, ISync, INotifyTransform, INotifyCreated
{
public readonly ProductionQueueInfo Info;
// A list of things we could possibly build
protected readonly Dictionary<ActorInfo, ProductionState> Producible = new();
protected readonly List<ProductionItem> Queue = new();
readonly IEnumerable<ActorInfo> allProducibles;
readonly IEnumerable<ActorInfo> buildableProducibles;
protected Production[] productionTraits;
// Will change if the owner changes
PowerManager playerPower;
protected PlayerResources playerResources;
protected DeveloperMode developerMode;
protected TechTree techTree;
public Actor Actor { get; }
[Sync]
public bool Enabled { get; protected set; }
public string Faction { get; private set; }
[Sync]
public bool IsValidFaction { get; private set; }
public ProductionQueue(ActorInitializer init, ProductionQueueInfo info)
{
Actor = init.Self;
Info = info;
Faction = init.GetValue<FactionInit, string>(Actor.Owner.Faction.InternalName);
IsValidFaction = info.Factions.Count == 0 || info.Factions.Contains(Faction);
Enabled = IsValidFaction;
allProducibles = Producible.Where(a => a.Value.Buildable || a.Value.Visible).Select(a => a.Key);
buildableProducibles = Producible.Where(a => a.Value.Buildable).Select(a => a.Key);
}
void INotifyCreated.Created(Actor self)
{
playerPower = self.Owner.PlayerActor.TraitOrDefault<PowerManager>();
playerResources = self.Owner.PlayerActor.Trait<PlayerResources>();
developerMode = self.Owner.PlayerActor.Trait<DeveloperMode>();
techTree = self.Owner.PlayerActor.Trait<TechTree>();
productionTraits = self.TraitsImplementing<Production>().Where(p => p.Info.Produces.Contains(Info.Type)).ToArray();
CacheProducibles();
}
protected void ClearQueue()
{
// Refund the current item
foreach (var item in Queue)
{
if (item.ResourcesPaid > 0)
{
playerResources.GiveResources(item.ResourcesPaid);
item.RemainingCost += item.ResourcesPaid;
}
playerResources.GiveCash(item.TotalCost - item.RemainingCost);
}
Queue.Clear();
}
void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
{
ClearQueue();
playerPower = newOwner.PlayerActor.TraitOrDefault<PowerManager>();
playerResources = newOwner.PlayerActor.Trait<PlayerResources>();
developerMode = newOwner.PlayerActor.Trait<DeveloperMode>();
techTree = newOwner.PlayerActor.Trait<TechTree>();
if (!Info.Sticky)
{
Faction = self.Owner.Faction.InternalName;
IsValidFaction = Info.Factions.Count == 0 || Info.Factions.Contains(Faction);
}
// Regenerate the producibles and tech tree state
oldOwner.PlayerActor.Trait<TechTree>().Remove(this);
CacheProducibles();
techTree.Update();
}
void INotifyKilled.Killed(Actor killed, AttackInfo e) { if (killed == Actor) { ClearQueue(); Enabled = false; } }
void INotifySold.Selling(Actor self) { ClearQueue(); Enabled = false; }
void INotifySold.Sold(Actor self) { }
void INotifyTransform.BeforeTransform(Actor self) { ClearQueue(); Enabled = false; }
void INotifyTransform.OnTransform(Actor self) { }
void INotifyTransform.AfterTransform(Actor self) { }
void CacheProducibles()
{
Producible.Clear();
if (!Enabled)
return;
foreach (var a in AllBuildables(Info.Type))
{
var bi = a.TraitInfo<BuildableInfo>();
Producible.Add(a, new ProductionState());
techTree.Add(a.Name, bi.Prerequisites, bi.BuildLimit, this);
}
}
IEnumerable<ActorInfo> AllBuildables(string category)
{
return Actor.World.Map.Rules.Actors.Values
.Where(x =>
x.Name[0] != '^' &&
x.HasTraitInfo<BuildableInfo>() &&
x.TraitInfo<BuildableInfo>().Queue.Contains(category));
}
public void PrerequisitesAvailable(string key)
{
Producible[Actor.World.Map.Rules.Actors[key]].Buildable = true;
}
public void PrerequisitesUnavailable(string key)
{
Producible[Actor.World.Map.Rules.Actors[key]].Buildable = false;
}
public void PrerequisitesItemHidden(string key)
{
Producible[Actor.World.Map.Rules.Actors[key]].Visible = false;
}
public void PrerequisitesItemVisible(string key)
{
Producible[Actor.World.Map.Rules.Actors[key]].Visible = true;
}
public virtual bool IsProducing(ProductionItem item)
{
return Queue.Count > 0 && Queue[0] == item;
}
public virtual bool IsInQueue(ActorInfo actor)
{
return Queue.Any(i => i.Item == actor.Name);
}
public ProductionItem CurrentItem()
{
return Queue.ElementAtOrDefault(0);
}
public virtual IEnumerable<ProductionItem> AllQueued()
{
return Queue;
}
public virtual IEnumerable<ActorInfo> AllItems()
{
if (productionTraits.Length > 0 && productionTraits.All(p => p.IsTraitDisabled))
return Enumerable.Empty<ActorInfo>();
if (developerMode.AllTech)
return Producible.Keys;
return allProducibles;
}
public virtual IEnumerable<ActorInfo> BuildableItems()
{
if (productionTraits.Length > 0 && productionTraits.All(p => p.IsTraitDisabled))
return Enumerable.Empty<ActorInfo>();
if (!Enabled)
return Enumerable.Empty<ActorInfo>();
if (!Info.PayUpFront && developerMode.AllTech)
return Producible.Keys;
if (Info.PayUpFront && developerMode.AllTech)
return Producible.Keys.Where(a => GetProductionCost(a) <= playerResources.GetCashAndResources() || IsInQueue(a));
if (Info.PayUpFront)
return buildableProducibles.Where(a => GetProductionCost(a) <= playerResources.GetCashAndResources() || IsInQueue(a));
return buildableProducibles;
}
public virtual bool AnyItemsToBuild()
{
return Enabled
&& (productionTraits.Length <= 0 || productionTraits.Any(p => !p.IsTraitDisabled))
&& ((developerMode.AllTech && Producible.Keys.Count != 0) || buildableProducibles.Any());
}
public bool CanBuild(ActorInfo actor)
{
if (!Producible.TryGetValue(actor, out var ps))
return false;
return ps.Buildable || developerMode.AllTech;
}
void ITick.Tick(Actor self)
{
Tick(self);
}
protected virtual void Tick(Actor self)
{
// PERF: Avoid LINQ when checking whether all production traits are disabled/paused
var anyEnabledProduction = false;
var anyUnpausedProduction = false;
foreach (var p in productionTraits)
{
anyEnabledProduction |= !p.IsTraitDisabled;
anyUnpausedProduction |= !p.IsTraitPaused;
}
if (!anyEnabledProduction)
ClearQueue();
Enabled = IsValidFaction && anyEnabledProduction;
TickInner(self, !anyUnpausedProduction);
}
protected virtual void TickInner(Actor self, bool allProductionPaused)
{
CancelUnbuildableItems();
if (Queue.Count > 0 && !allProductionPaused)
Queue[0].Tick(playerResources);
}
protected void CancelUnbuildableItems()
{
if (Queue.Count == 0)
return;
var buildableNames = BuildableItems().Select(b => b.Name).ToHashSet();
// EndProduction removes the item from the queue, so we enumerate
// by index in reverse to avoid issues with index reassignment
for (var i = Queue.Count - 1; i >= 0; i--)
{
if (buildableNames.Contains(Queue[i].Item))
continue;
// Refund spended resources
if (Queue[i].ResourcesPaid > 0)
{
playerResources.GiveResources(Queue[i].ResourcesPaid);
Queue[i].RemainingCost += Queue[i].ResourcesPaid;
}
// Refund what's been paid so far
playerResources.GiveCash(Queue[i].TotalCost - Queue[i].RemainingCost);
EndProduction(Queue[i]);
}
}
public bool CanQueue(ActorInfo actor, out string notificationAudio, out string notificationText)
{
notificationAudio = Info.BlockedAudio;
notificationText = Info.BlockedTextNotification;
var bi = actor.TraitInfoOrDefault<BuildableInfo>();
if (bi == null)
return false;
if (!developerMode.AllTech)
{
if (Info.PayUpFront && actor.TraitInfo<ValuedInfo>().Cost > playerResources.GetCashAndResources())
return false;
if (Info.QueueLimit > 0 && Queue.Count >= Info.QueueLimit)
{
notificationAudio = Info.LimitedAudio;
notificationText = Info.LimitedTextNotification;
return false;
}
var queueCount = Queue.Count(i => i.Item == actor.Name);
if (Info.ItemLimit > 0 && queueCount >= Info.ItemLimit)
{
notificationAudio = Info.LimitedAudio;
notificationText = Info.LimitedTextNotification;
return false;
}
if (bi.BuildLimit > 0)
{
var owned = Actor.Owner.World.ActorsHavingTrait<Buildable>()
.Count(a => a.Info.Name == actor.Name && a.Owner == Actor.Owner);
if (queueCount + owned >= bi.BuildLimit)
return false;
}
}
notificationAudio = Info.QueuedAudio;
notificationText = Info.QueuedTextNotification;
return true;
}
public void ResolveOrder(Actor self, Order order)
{
if (!Enabled)
return;
var rules = self.World.Map.Rules;
switch (order.OrderString)
{
case "StartProduction":
var unit = rules.Actors[order.TargetString];
var bi = unit.TraitInfo<BuildableInfo>();
// Not built by this queue
if (!bi.Queue.Contains(Info.Type))
return;
// You can't build that
if (BuildableItems().All(b => b.Name != order.TargetString))
return;
// Check if the player is trying to build more units that they are allowed
var fromLimit = int.MaxValue;
if (!developerMode.AllTech)
{
if (Info.QueueLimit > 0)
fromLimit = Info.QueueLimit - Queue.Count;
if (Info.ItemLimit > 0)
fromLimit = Math.Min(fromLimit, Info.ItemLimit - Queue.Count(i => i.Item == order.TargetString));
if (bi.BuildLimit > 0)
{
var inQueue = Queue.Count(pi => pi.Item == order.TargetString);
var owned = self.Owner.World.ActorsHavingTrait<Buildable>().Count(a => a.Info.Name == order.TargetString && a.Owner == self.Owner);
fromLimit = Math.Min(fromLimit, bi.BuildLimit - (inQueue + owned));
}
if (fromLimit <= 0)
return;
}
var cost = GetProductionCost(unit);
var time = GetBuildTime(unit, bi);
var amountToBuild = Math.Min(fromLimit, order.ExtraData);
for (var n = 0; n < amountToBuild; n++)
{
if (Info.PayUpFront && cost > playerResources.GetCashAndResources())
return;
var hasPlayedSound = false;
BeginProduction(new ProductionItem(this, order.TargetString, cost, playerPower, () => self.World.AddFrameEndTask(_ =>
{
// Make sure the item hasn't been invalidated between the ProductionItem ticking and this FrameEndTask running
if (!Queue.Any(i => i.Done && i.Item == unit.Name))
return;
var isBuilding = unit.HasTraitInfo<BuildingInfo>();
if (isBuilding && !hasPlayedSound)
{
hasPlayedSound = Game.Sound.PlayNotification(rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Faction.InternalName);
TextNotificationsManager.AddTransientLine(self.Owner, Info.ReadyTextNotification);
}
else if (!isBuilding)
{
if (BuildUnit(unit))
{
Game.Sound.PlayNotification(rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Faction.InternalName);
TextNotificationsManager.AddTransientLine(self.Owner, Info.ReadyTextNotification);
}
else if (!hasPlayedSound && time > 0)
{
hasPlayedSound = Game.Sound.PlayNotification(rules, self.Owner, "Speech", Info.BlockedAudio, self.Owner.Faction.InternalName);
TextNotificationsManager.AddTransientLine(self.Owner, Info.BlockedTextNotification);
}
}
})), !order.Queued);
}
break;
case "PauseProduction":
PauseProduction(order.TargetString, order.ExtraData != 0);
break;
case "CancelProduction":
CancelProduction(order.TargetString, order.ExtraData);
break;
}
}
public virtual int GetBuildTime(ActorInfo unit, BuildableInfo bi)
{
if (developerMode.FastBuild)
return 0;
var time = bi.BuildDuration;
if (time == -1)
time = GetProductionCost(unit);
var modifiers = unit.TraitInfos<IProductionTimeModifierInfo>()
.Select(t => t.GetProductionTimeModifier(techTree, Info.Type))
.Append(bi.BuildDurationModifier)
.Append(Info.BuildDurationModifier);
return Util.ApplyPercentageModifiers(time, modifiers);
}
public virtual int GetProductionCost(ActorInfo unit)
{
var valued = unit.TraitInfoOrDefault<ValuedInfo>();
if (valued == null)
return 0;
var modifiers = unit.TraitInfos<IProductionCostModifierInfo>()
.Select(t => t.GetProductionCostModifier(techTree, Info.Type));
return Util.ApplyPercentageModifiers(valued.Cost, modifiers);
}
protected virtual void PauseProduction(string itemName, bool paused)
{
Queue.FirstOrDefault(a => a.Item == itemName)?.Pause(paused);
}
protected virtual void CancelProduction(string itemName, uint numberToCancel)
{
for (var i = 0; i < numberToCancel; i++)
if (!CancelProductionInner(itemName))
break;
}
protected bool CancelProductionInner(string itemName)
{
var item = Queue.LastOrDefault(a => a.Item == itemName);
if (item != null)
{
if (item.Infinite)
{
item.Infinite = false;
for (var i = 1; i < Info.InfiniteBuildLimit; i++)
Queue.Add(new ProductionItem(this, item.Item, item.TotalCost, playerPower, item.OnComplete));
}
else
{
// Refund what has been paid
if (item.ResourcesPaid > 0)
{
playerResources.GiveResources(item.ResourcesPaid);
item.RemainingCost += item.ResourcesPaid;
}
playerResources.GiveCash(item.TotalCost - item.RemainingCost);
EndProduction(item);
}
return true;
}
return false;
}
public void EndProduction(ProductionItem item)
{
Queue.Remove(item);
if (item.Infinite)
Queue.Add(new ProductionItem(this, item.Item, item.TotalCost, playerPower, item.OnComplete) { Infinite = true });
}
protected virtual void BeginProduction(ProductionItem item, bool hasPriority)
{
if (Info.PayUpFront)
{
if (playerResources.Resources > 0 && playerResources.Resources <= item.TotalCost)
item.ResourcesPaid = playerResources.Resources;
else if (playerResources.Resources > item.TotalCost)
item.ResourcesPaid = item.TotalCost;
playerResources.TakeCash(item.TotalCost);
item.RemainingCost = 0;
}
if (Queue.Any(i => i.Item == item.Item && i.Infinite))
return;
if (hasPriority && Queue.Count > 1)
Queue.Insert(1, item);
else
Queue.Add(item);
if (Info.InfiniteBuildLimit < 0)
return;
var queued = Queue.FindAll(i => i.Item == item.Item);
if (queued.Count <= Info.InfiniteBuildLimit)
return;
queued[0].Infinite = true;
for (var i = 1; i < queued.Count; i++)
{
// Refund what has been paid
if (queued[i].ResourcesPaid > 0)
{
playerResources.GiveResources(queued[i].ResourcesPaid);
queued[i].RemainingCost += queued[i].ResourcesPaid;
}
playerResources.GiveCash(queued[i].TotalCost - queued[i].RemainingCost);
EndProduction(queued[i]);
}
}
public virtual int RemainingTimeActual(ProductionItem item)
{
return item.RemainingTimeActual;
}
// Returns the actor/trait that is most likely (but not necessarily guaranteed) to produce something in this queue
public virtual TraitPair<Production> MostLikelyProducer()
{
var trait = productionTraits
.Where(p => !p.IsTraitDisabled && p.Info.Produces.Contains(Info.Type))
.OrderBy(p => p.IsTraitPaused)
.FirstOrDefault();
return new TraitPair<Production>(Actor, trait);
}
// Builds a unit from the actor that holds this queue (1 queue per building)
// Returns false if the unit can't be built
protected virtual bool BuildUnit(ActorInfo unit)
{
var mostLikelyProducerTrait = MostLikelyProducer().Trait;
// Cannot produce if I'm dead or trait is disabled
if (!Actor.IsInWorld || Actor.IsDead || mostLikelyProducerTrait == null)
{
CancelProduction(unit.Name, 1);
return false;
}
var inits = new TypeDictionary
{
new OwnerInit(Actor.Owner),
new FactionInit(BuildableInfo.GetInitialFaction(unit, Faction))
};
var bi = unit.TraitInfo<BuildableInfo>();
var type = developerMode.AllTech ? Info.Type : (bi.BuildAtProductionType ?? Info.Type);
var item = Queue.First(i => i.Done && i.Item == unit.Name);
if (!mostLikelyProducerTrait.IsTraitPaused && mostLikelyProducerTrait.Produce(Actor, unit, type, inits, item.TotalCost))
{
EndProduction(item);
return true;
}
return false;
}
}
public class ProductionState
{
public bool Visible = true;
public bool Buildable = false;
}
public class ProductionItem
{
public readonly string Item;
public readonly ProductionQueue Queue;
public readonly int TotalCost;
public readonly Action OnComplete;
public int TotalTime { get; private set; }
public int RemainingTime { get; private set; }
public int RemainingCost { get; set; }
public int ResourcesPaid { get; set; }
public int RemainingTimeActual =>
(pm == null || pm.PowerState == PowerState.Normal) ? RemainingTime :
RemainingTime * Queue.Info.LowPowerModifier / 100;
public bool Paused { get; private set; }
public bool Done { get; private set; }
public bool Started { get; private set; }
public int Slowdown { get; private set; }
public bool Infinite { get; set; }
public int BuildPaletteOrder { get; }
readonly ActorInfo ai;
readonly BuildableInfo bi;
readonly PowerManager pm;
public ProductionItem(ProductionQueue queue, string item, int cost, PowerManager pm, Action onComplete)
{
Item = item;
RemainingTime = TotalTime = 1;
RemainingCost = TotalCost = cost;
ResourcesPaid = 0;
OnComplete = onComplete;
Queue = queue;
this.pm = pm;
ai = Queue.Actor.World.Map.Rules.Actors[Item];
bi = ai.TraitInfo<BuildableInfo>();
BuildPaletteOrder = bi.BuildPaletteOrder;
Infinite = false;
}
public void Tick(PlayerResources pr)
{
if (!Started)
{
var time = Queue.GetBuildTime(ai, bi);
if (time > 0)
RemainingTime = TotalTime = time;
Started = true;
}
if (Done)
{
OnComplete?.Invoke();
return;
}
if (Paused)
return;
if (pm != null && pm.PowerState != PowerState.Normal)
{
Slowdown -= 100;
if (Slowdown < 0)
Slowdown = Queue.Info.LowPowerModifier + Slowdown;
else
return;
}
if (!Queue.Info.PayUpFront)
{
var expectedRemainingCost = RemainingTime == 1 ? 0 : TotalCost * RemainingTime / Math.Max(1, TotalTime);
var costThisFrame = RemainingCost - expectedRemainingCost;
if (pr.Resources > 0 && pr.Resources <= costThisFrame)
ResourcesPaid += pr.Resources;
else if (pr.Resources > costThisFrame)
ResourcesPaid += costThisFrame;
if (costThisFrame != 0 && !pr.TakeCash(costThisFrame, true))
{
ResourcesPaid -= pr.Resources;
return;
}
RemainingCost -= costThisFrame;
}
RemainingTime--;
if (RemainingTime > 0)
return;
Done = true;
}
public void Pause(bool paused) { Paused = paused; }
}
}