Files
OpenRA/OpenRA.Mods.RA/Chrome/PowerDownButton.cs

69 lines
2.1 KiB
C#
Executable File

using System.Linq;
using OpenRA.Mods.RA.Orders;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class PowerDownButtonInfo : TraitInfo<PowerDownButton> { }
class PowerDownButton : IChromeButton
{
public string Image { get { return "power"; } }
public bool Enabled { get { return true; } }
public bool Pressed { get { return Game.controller.orderGenerator is PowerDownOrderGenerator; } }
public void OnClick() { Game.controller.ToggleInputMode<PowerDownOrderGenerator>(); }
public string Description { get { return "Powerdown"; } }
public string LongDesc { get { return "Disable unneeded structures so their \npower can be used elsewhere"; } }
}
class SellButtonInfo : TraitInfo<SellButton> { }
class SellButton : IChromeButton
{
public string Image { get { return "sell"; } }
public bool Enabled { get { return true; } }
public bool Pressed { get { return Game.controller.orderGenerator is SellOrderGenerator; } }
public void OnClick() { Game.controller.ToggleInputMode<SellOrderGenerator>(); }
public string Description { get { return "Sell"; } }
public string LongDesc { get { return "Sell buildings, reclaiming a \nproportion of their build cost"; } }
}
class RepairButtonInfo : ITraitInfo
{
public readonly bool RequiresConstructionYard = true;
public object Create(ActorInitializer init) { return new RepairButton(); }
}
class RepairButton : IChromeButton
{
public RepairButton() { }
public string Image { get { return "repair"; } }
public bool Enabled
{
get
{
// WTF: why are these buttons even traits?
return RepairOrderGenerator.PlayerIsAllowedToRepair( Game.world );
}
}
public bool Pressed { get { return Game.controller.orderGenerator is RepairOrderGenerator; } }
public void OnClick() { Game.controller.ToggleInputMode<RepairOrderGenerator>(); }
public string Description { get { return "Repair"; } }
public string LongDesc
{
get
{
var s = "Repair damaged buildings";
return Enabled ? s : s + "\n\nRequires: Construction Yard";
}
}
}
}