public void RefreshIcons() { icons = new Dictionary <Rectangle, ProductionIcon>(); var producer = CurrentQueue != null?CurrentQueue.MostLikelyProducer() : default(TraitPair <Production>); if (CurrentQueue == null || producer.Trait == null) { if (DisplayedIconCount != 0) { OnIconCountChanged(DisplayedIconCount, 0); DisplayedIconCount = 0; } return; } var oldIconCount = DisplayedIconCount; DisplayedIconCount = 0; var rb = RenderBounds; var faction = producer.Trait.Faction; foreach (var item in AllBuildables.Skip(IconRowOffset * Columns).Take(MaxIconRowOffset * Columns)) { var x = DisplayedIconCount % Columns; var y = DisplayedIconCount / Columns; var rect = new Rectangle(rb.X + x * (IconSize.X + IconMargin.X), rb.Y + y * (IconSize.Y + IconMargin.Y), IconSize.X, IconSize.Y); var rsi = item.TraitInfo <RenderSpritesInfo>(); var icon = new Animation(World, rsi.GetImage(item, World.Map.Rules.Sequences, faction)); var bi = item.TraitInfo <BuildableInfo>(); icon.Play(bi.Icon); var pi = new ProductionIcon() { Actor = item, Name = item.Name, Sprite = icon.Image, Palette = worldRenderer.Palette(bi.IconPalette), IconClockPalette = worldRenderer.Palette(ClockPalette), IconDarkenPalette = worldRenderer.Palette(NotBuildablePalette), Pos = new Vector2(rect.Location), Queued = currentQueue.AllQueued().Where(a => a.Item == item.Name).ToList(), ProductionQueue = currentQueue }; icons.Add(rect, pi); DisplayedIconCount++; } eventBounds = icons.Any() ? icons.Keys.Aggregate(Rectangle.Union) : Rectangle.Empty; if (oldIconCount != DisplayedIconCount) { OnIconCountChanged(oldIconCount, DisplayedIconCount); } }
protected bool PickUpCompletedBuildingIcon(ProductionIcon icon, ProductionItem item) { var actor = World.Map.Rules.Actors[icon.Name]; if (item != null && item.Done && actor.HasTraitInfo <BuildingInfo>()) { World.OrderGenerator = new PlaceBuildingOrderGenerator(currentQueue, icon.Name, worldRenderer); return(true); } return(false); }
bool HandleEvent(ProductionIcon icon, GestureSample gs) { var item = icon.Queued.FirstOrDefault(); if (gs.GestureType == GestureType.Tap) { var startCount = 1; var handled = HandlClick(item, icon, startCount); } return(true); }
bool HandlClick(ProductionItem item, ProductionIcon icon, int handleCount) { if (PickUpCompletedBuildingIcon(icon, item)) { return(true); } if (currentQueue.BuildableItems().Any(a => a.Name == icon.Name)) { //Queue a new item WarGame.Sound.Play(SoundType.UI, TabClick); WarGame.Sound.PlayNotification(World.Map.Rules, World.LocalPlayer, "Speech", CurrentQueue.Info.QueuedAudio, World.LocalPlayer.Faction.InternalName); World.IssueOrder(Order.StartProduction(currentQueue.Actor, icon.Name, handleCount)); } return(false); }