Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Lint;
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using OpenRA.Traits;
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using OpenRA.Widgets;
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namespace OpenRA.Mods.Common.Widgets.Logic.Ingame
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{
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[ChromeLogicArgsHotkeys("SelectAllUnitsKey")]
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public class SelectAllUnitsHotkeyLogic : SingleHotkeyBaseLogic
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{
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readonly World world;
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readonly WorldRenderer worldRenderer;
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readonly ISelection selection;
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public readonly string ClickSound = ChromeMetrics.Get<string>("ClickSound");
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[FluentReference("units")]
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const string SelectedUnitsAcrossScreen = "selected-units-across-screen";
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[FluentReference("units")]
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const string SelectedUnitsAcrossMap = "selected-units-across-map";
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[ObjectCreator.UseCtor]
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public SelectAllUnitsHotkeyLogic(Widget widget, ModData modData, WorldRenderer worldRenderer, World world, Dictionary<string, MiniYaml> logicArgs)
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: base(widget, modData, "SelectAllUnitsKey", "WORLD_KEYHANDLER", logicArgs)
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{
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this.world = world;
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this.worldRenderer = worldRenderer;
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selection = world.Selection;
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}
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protected override bool OnHotkeyActivated(KeyInput e)
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{
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if (world.IsGameOver)
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return false;
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var eligiblePlayers = SelectionUtils.GetPlayersToIncludeInSelection(world);
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// Select actors on the screen which belong to the current player(s)
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var newSelection = SelectionUtils.SelectActorsOnScreen(world, worldRenderer, null, eligiblePlayers).SubsetWithHighestSelectionPriority(e.Modifiers).ToList();
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// Check if selecting actors on the screen has selected new units
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if (newSelection.Count > selection.Actors.Count)
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TextNotificationsManager.AddFeedbackLine(SelectedUnitsAcrossScreen, "units", newSelection.Count);
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else
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{
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// Select actors in the world that have highest selection priority
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newSelection = SelectionUtils.SelectActorsInWorld(world, null, eligiblePlayers).SubsetWithHighestSelectionPriority(e.Modifiers).ToList();
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TextNotificationsManager.AddFeedbackLine(SelectedUnitsAcrossMap, "units", newSelection.Count);
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}
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selection.Combine(world, newSelection, false, false);
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Game.Sound.PlayNotification(world.Map.Rules, world.LocalPlayer, "Sounds", ClickSound, null);
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return true;
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}
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}
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}
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