public StrategicVictoryConditions(Actor self, StrategicVictoryConditionsInfo svcInfo) { info = svcInfo; TicksLeft = info.TicksToHold; player = self.Owner; mo = self.Trait <MissionObjectives>(); }
void PopulateObjectivesList(MissionObjectives mo, ScrollPanelWidget parent, ContainerWidget template) { parent.RemoveChildren(); foreach (var o in mo.Objectives.OrderBy(o => o.Type)) { var objective = o; // Work around the loop closure issue in older versions of C# var widget = template.Clone(); var label = widget.Get<LabelWidget>("OBJECTIVE_TYPE"); label.GetText = () => objective.Type == ObjectiveType.Primary ? "Primary" : "Secondary"; var checkbox = widget.Get<CheckboxWidget>("OBJECTIVE_STATUS"); checkbox.IsChecked = () => objective.State != ObjectiveState.Incomplete; checkbox.GetCheckType = () => objective.State == ObjectiveState.Completed ? "checked" : "crossed"; checkbox.GetText = () => objective.Description; parent.AddChild(widget); } }
public MissionObjectiveProperties(ScriptContext context, Player player) : base(context, player) { mo = player.PlayerActor.Trait<MissionObjectives>(); }
public ConquestVictoryConditions(Actor self, ConquestVictoryConditionsInfo cvcInfo) { info = cvcInfo; mo = self.Trait <MissionObjectives>(); }