Rename and tweak post-render interfaces.
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@@ -32,23 +32,24 @@ namespace OpenRA.Mods.Common.Traits.Render
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public IEnumerable<IRenderable> Render(WorldRenderer wr, World w, ActorInfo ai, WPos centerPosition)
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{
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if (range == WDist.Zero)
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yield break;
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return SpriteRenderable.None;
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yield return new RangeCircleRenderable(
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var localRange = new RangeCircleRenderable(
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centerPosition,
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range,
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0,
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Color.FromArgb(128, Color.Yellow),
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Color.FromArgb(96, Color.Black));
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foreach (var a in w.ActorsWithTrait<RenderRangeCircle>())
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if (a.Actor.Owner.IsAlliedWith(w.RenderPlayer))
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if (a.Actor.Info.TraitInfo<RenderRangeCircleInfo>().RangeCircleType == RangeCircleType)
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foreach (var r in a.Trait.RenderAfterWorld(wr))
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yield return r;
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var otherRanges = w.ActorsWithTrait<RenderRangeCircle>()
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.Where(a => a.Trait.Info.RangeCircleType == RangeCircleType)
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.SelectMany(a => a.Trait.RangeCircleRenderables(wr));
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return otherRanges.Append(localRange);
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}
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public object Create(ActorInitializer init) { return new RenderRangeCircle(init.Self); }
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public object Create(ActorInitializer init) { return new RenderRangeCircle(init.Self, this); }
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public void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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var armaments = ai.TraitInfos<ArmamentInfo>().Where(a => a.UpgradeMinEnabledLevel == 0);
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@@ -60,18 +61,21 @@ namespace OpenRA.Mods.Common.Traits.Render
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}
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}
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class RenderRangeCircle : IPostRenderSelection
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class RenderRangeCircle : IRenderAboveShroudWhenSelected
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{
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public readonly RenderRangeCircleInfo Info;
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readonly Actor self;
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readonly AttackBase attack;
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public RenderRangeCircle(Actor self)
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public RenderRangeCircle(Actor self, RenderRangeCircleInfo info)
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{
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Info = info;
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this.self = self;
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attack = self.Trait<AttackBase>();
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}
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public IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr)
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public IEnumerable<IRenderable> RangeCircleRenderables(WorldRenderer wr)
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{
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if (!self.Owner.IsAlliedWith(self.World.RenderPlayer))
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yield break;
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@@ -87,5 +91,10 @@ namespace OpenRA.Mods.Common.Traits.Render
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Color.FromArgb(128, Color.Yellow),
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Color.FromArgb(96, Color.Black));
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}
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IEnumerable<IRenderable> IRenderAboveShroudWhenSelected.RenderAboveShroud(Actor self, WorldRenderer wr)
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{
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return RangeCircleRenderables(wr);
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}
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}
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}
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