public ProductionQueue(ActorInitializer init, Actor playerActor, ProductionQueueInfo info) { self = init.Self; Info = info; Faction = init.GetValue <FactionInit, string>(self.Owner.Faction.InternalName); IsValidFaction = !info.Factions.Any() || 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); }
public ProductionQueue(ActorInitializer init, Actor playerActor, ProductionQueueInfo info) { self = init.Self; Info = info; playerResources = playerActor.Trait <PlayerResources>(); playerPower = playerActor.Trait <PowerManager>(); developerMode = playerActor.Trait <DeveloperMode>(); Race = init.Contains <RaceInit>() ? init.Get <RaceInit, string>() : self.Owner.Faction.InternalName; Enabled = !info.Race.Any() || info.Race.Contains(Race); CacheProduceables(playerActor); }
public ProductionQueue(ActorInitializer init, Actor playerActor, ProductionQueueInfo info) { self = init.Self; Info = info; playerResources = playerActor.Trait <PlayerResources>(); developerMode = playerActor.Trait <DeveloperMode>(); Faction = init.Contains <FactionInit>() ? init.Get <FactionInit, string>() : self.Owner.Faction.InternalName; IsValidFaction = !info.Factions.Any() || info.Factions.Contains(Faction); Enabled = IsValidFaction; CacheProducibles(playerActor); 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); }