bool HandleLeftClick(ProductionItem item, ProductionIcon icon, int handleCount) { if (PickUpCompletedBuildingIcon(icon, item)) { Game.Sound.Play(SoundType.UI, TabClick); return(true); } if (item != null && item.Paused) { // Resume a paused item Game.Sound.Play(SoundType.UI, TabClick); World.IssueOrder(Order.PauseProduction(CurrentQueue.Actor, icon.Name, false)); return(true); } var buildable = CurrentQueue.BuildableItems().FirstOrDefault(a => a.Name == icon.Name); if (buildable != null) { // Queue a new item Game.Sound.Play(SoundType.UI, TabClick); string notification; var canQueue = CurrentQueue.CanQueue(buildable, out notification); Game.Sound.PlayNotification(World.Map.Rules, World.LocalPlayer, "Speech", notification, World.LocalPlayer.Faction.InternalName); if (canQueue) { World.IssueOrder(Order.StartProduction(CurrentQueue.Actor, icon.Name, handleCount)); return(true); } } return(false); }
bool HandleLeftClick(ProductionItem item, ProductionIcon icon, int handleCount, Modifiers modifiers) { if (PickUpCompletedBuildingIcon(icon, item)) { Game.Sound.PlayNotification(World.Map.Rules, World.LocalPlayer, "Sounds", ClickSound, null); return(true); } if (item != null && item.Paused) { // Resume a paused item Game.Sound.PlayNotification(World.Map.Rules, World.LocalPlayer, "Sounds", ClickSound, null); Game.Sound.PlayNotification(World.Map.Rules, World.LocalPlayer, "Speech", CurrentQueue.Info.QueuedAudio, World.LocalPlayer.Faction.InternalName); World.IssueOrder(Order.PauseProduction(CurrentQueue.Actor, icon.Name, false)); return(true); } var buildable = CurrentQueue.BuildableItems().FirstOrDefault(a => a.Name == icon.Name); if (buildable != null) { // Queue a new item Game.Sound.PlayNotification(World.Map.Rules, World.LocalPlayer, "Sounds", ClickSound, null); string notification; var canQueue = CurrentQueue.CanQueue(buildable, out notification); if (!CurrentQueue.AllQueued().Any()) { Game.Sound.PlayNotification(World.Map.Rules, World.LocalPlayer, "Speech", notification, World.LocalPlayer.Faction.InternalName); } if (canQueue) { var queued = !modifiers.HasModifier(Modifiers.Ctrl); World.IssueOrder(Order.StartProduction(CurrentQueue.Actor, icon.Name, handleCount, queued)); return(true); } } return(false); }