Wrda
Spell Reviewer
- Joined
- Nov 18, 2012
- Messages
- 2,010
Unexpected behavior: making a building and then stop repairing it doesn't stop the progress bar of the frame (human race). Having multiple peasants focus on building the same structure isn't reflected on progress bar.
I think there should be a more clear distinction between what's belongs to the system and what is the example. Since the function InitProductionDataRepository is the example, it should be in a seperate script/trigger.
ProductionDataRepository, ProductionOverlayData and ProductionOverlayEvent's scripts have some variables which are acting as constant variables. I suggest to change them to the common practice (all capitalized and underscores).
StartUnitProductionAction, StartStructureProductionAction, StartUpgradeProductionAction, StartResearchProductionAction, StartReviveProductionAction, InitProductionOverlayEvent and InitProductionOverlayUi functions are missing nulling of some local variables, such as unit, player and trigger.
Personally, I would cache function calls that are called at least 3 times per the main function, even if it's not in a periodic loop.
A cool idea in its nature, could also be used for "build to fight" maps.
Since there's no game-breaking bugs, it's
Approved
I think there should be a more clear distinction between what's belongs to the system and what is the example. Since the function InitProductionDataRepository is the example, it should be in a seperate script/trigger.
ProductionDataRepository, ProductionOverlayData and ProductionOverlayEvent's scripts have some variables which are acting as constant variables. I suggest to change them to the common practice (all capitalized and underscores).
StartUnitProductionAction, StartStructureProductionAction, StartUpgradeProductionAction, StartResearchProductionAction, StartReviveProductionAction, InitProductionOverlayEvent and InitProductionOverlayUi functions are missing nulling of some local variables, such as unit, player and trigger.
Personally, I would cache function calls that are called at least 3 times per the main function, even if it's not in a periodic loop.
A cool idea in its nature, could also be used for "build to fight" maps.
Since there's no game-breaking bugs, it's
Approved