STATEMACHINE_TEMPLATE is added to template statemachines...

It is working now, and NOW SWITCHING SLOTS of PLAYERS ALSO WORKS IN
TASKING!!!
Jippie!!!
The next thing is to debug the DETECTION_DISPATCHER...
And make STATEMACHINE_TEMPLATE now as a parameter to create new
STATEMACHINEs, instead of that ugly table construction.
The, I need to modify the New: Methods of each STATEMACHINE_PROCESS to
be initialized with a TEMPLATE... Maybe I can commit already and just
implement this later ...
This commit is contained in:
FlightControl
2016-11-30 10:40:31 +01:00
parent 54a861cc58
commit 9ab3a2f74d
12 changed files with 215 additions and 78 deletions

View File

@@ -69,12 +69,12 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
self:EventOnBirth(
--- @param Core.Event#EVENTDATA EventData
function( HQ, EventData )
function( self, EventData )
self:E( { EventData } )
local EventGroup = GROUP:Find( EventData.IniDCSGroup )
if EventGroup and HQ:HasGroup( EventGroup ) then
if EventGroup and self:HasGroup( EventGroup ) then
local MenuReporting = MENU_GROUP:New( EventGroup, "Reporting", self.CommandCenterMenu )
local MenuMissions = MENU_GROUP_COMMAND:New( EventGroup, "Missions", MenuReporting, HQ.ReportMissions, HQ, EventGroup )
local MenuMissions = MENU_GROUP_COMMAND:New( EventGroup, "Missions", MenuReporting, self.ReportMissions, self, EventGroup )
end
end
)