Move SelectedUnit drawing stuff out of WorldRenderer into Selectable with IRenderSelection
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@@ -8,6 +8,10 @@
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*/
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#endregion
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using System.Drawing;
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using OpenRA.Graphics;
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using System.Linq;
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namespace OpenRA.Traits
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{
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public class SelectableInfo : TraitInfo<Selectable>
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@@ -19,5 +23,159 @@ namespace OpenRA.Traits
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public readonly float Radius = 10;
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}
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public class Selectable {}
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public class Selectable : IRenderSelection
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{
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// depends on the order of pips in TraitsInterfaces.cs!
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static readonly string[] pipStrings = { "pip-empty", "pip-green", "pip-yellow", "pip-red", "pip-gray" };
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static readonly string[] tagStrings = { "", "tag-fake", "tag-primary" };
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public void Render (Actor self)
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{
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var bounds = self.GetBounds(true);
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var xy = new float2(bounds.Left, bounds.Top);
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var Xy = new float2(bounds.Right, bounds.Top);
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var xY = new float2(bounds.Left, bounds.Bottom);
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var XY = new float2(bounds.Right, bounds.Bottom);
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DrawSelectionBox(self, xy, Xy, xY, XY, Color.White);
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DrawHealthBar(self, xy, Xy);
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DrawControlGroup(self, xy);
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DrawPips(self, xY);
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DrawTags(self, new float2(.5f * (bounds.Left + bounds.Right), bounds.Top));
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DrawUnitPath(self);
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}
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void DrawSelectionBox(Actor self, float2 xy, float2 Xy, float2 xY, float2 XY, Color c)
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{
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Game.Renderer.LineRenderer.DrawLine(xy, xy + new float2(4, 0), c, c);
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Game.Renderer.LineRenderer.DrawLine(xy, xy + new float2(0, 4), c, c);
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Game.Renderer.LineRenderer.DrawLine(Xy, Xy + new float2(-4, 0), c, c);
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Game.Renderer.LineRenderer.DrawLine(Xy, Xy + new float2(0, 4), c, c);
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Game.Renderer.LineRenderer.DrawLine(xY, xY + new float2(4, 0), c, c);
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Game.Renderer.LineRenderer.DrawLine(xY, xY + new float2(0, -4), c, c);
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Game.Renderer.LineRenderer.DrawLine(XY, XY + new float2(-4, 0), c, c);
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Game.Renderer.LineRenderer.DrawLine(XY, XY + new float2(0, -4), c, c);
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}
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void DrawHealthBar(Actor self, float2 xy, float2 Xy)
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{
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var c = Color.Gray;
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -2), xy + new float2(0, -4), c, c);
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Game.Renderer.LineRenderer.DrawLine(Xy + new float2(0, -2), Xy + new float2(0, -4), c, c);
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var healthAmount = (float)self.Health / self.Info.Traits.Get<OwnedActorInfo>().HP;
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var healthColor = (healthAmount < self.World.Defaults.ConditionRed) ? Color.Red
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: (healthAmount < self.World.Defaults.ConditionYellow) ? Color.Yellow
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: Color.LimeGreen;
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var healthColor2 = Color.FromArgb(
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255,
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healthColor.R / 2,
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healthColor.G / 2,
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healthColor.B / 2);
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var z = float2.Lerp(xy, Xy, healthAmount);
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Game.Renderer.LineRenderer.DrawLine(z + new float2(0, -4), Xy + new float2(0, -4), c, c);
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Game.Renderer.LineRenderer.DrawLine(z + new float2(0, -2), Xy + new float2(0, -2), c, c);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -3), z + new float2(0, -3), healthColor, healthColor);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -2), z + new float2(0, -2), healthColor2, healthColor2);
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Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -4), z + new float2(0, -4), healthColor2, healthColor2);
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}
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void DrawControlGroup(Actor self, float2 basePosition)
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{
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var group = Game.controller.selection.GetControlGroupForActor(self);
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if (group == null) return;
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var pipImages = new Animation("pips");
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pipImages.PlayFetchIndex("groups", () => (int)group);
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pipImages.Tick();
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Game.Renderer.SpriteRenderer.DrawSprite(pipImages.Image, basePosition + new float2(-8, 1), "chrome");
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}
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void DrawPips(Actor self, float2 basePosition)
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{
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if (self.Owner != self.World.LocalPlayer) return;
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// If a mod wants to implement a unit with multiple pip sources, then they are placed on multiple rows
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var pipxyBase = basePosition + new float2(-12, -7); // Correct for the offset in the shp file
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var pipxyOffset = new float2(0, 0); // Correct for offset due to multiple columns/rows
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foreach (var pips in self.traits.WithInterface<IPips>())
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{
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foreach (var pip in pips.GetPips(self))
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{
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if (pipxyOffset.X+5 > self.GetBounds(false).Width)
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{
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pipxyOffset.X = 0;
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pipxyOffset.Y -= 4;
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}
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var pipImages = new Animation("pips");
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pipImages.PlayRepeating(pipStrings[(int)pip]);
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Game.Renderer.SpriteRenderer.DrawSprite(pipImages.Image, pipxyBase + pipxyOffset, "chrome");
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pipxyOffset += new float2(4, 0);
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}
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// Increment row
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pipxyOffset.X = 0;
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pipxyOffset.Y -= 5;
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}
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}
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void DrawTags(Actor self, float2 basePosition)
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{
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if (self.Owner != self.World.LocalPlayer) return;
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// If a mod wants to implement a unit with multiple tags, then they are placed on multiple rows
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var tagxyBase = basePosition + new float2(-16, 2); // Correct for the offset in the shp file
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var tagxyOffset = new float2(0, 0); // Correct for offset due to multiple rows
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foreach (var tags in self.traits.WithInterface<ITags>())
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{
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foreach (var tag in tags.GetTags())
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{
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if (tag == TagType.None)
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continue;
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var tagImages = new Animation("pips");
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tagImages.PlayRepeating(tagStrings[(int)tag]);
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Game.Renderer.SpriteRenderer.DrawSprite(tagImages.Image, tagxyBase + tagxyOffset, "chrome");
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// Increment row
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tagxyOffset.Y += 8;
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}
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}
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}
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void DrawUnitPath(Actor self)
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{
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if (!Game.Settings.PathDebug) return;
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var mobile = self.traits.WithInterface<IMove>().FirstOrDefault();
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if (mobile != null)
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{
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var unit = self.traits.Get<Unit>();
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var alt = (unit != null)? new float2(0, -unit.Altitude) : float2.Zero;
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var path = mobile.GetCurrentPath(self);
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var start = self.CenterLocation + alt;
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var c = Color.Green;
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foreach (var step in path)
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{
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var stp = step + alt;
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Game.Renderer.LineRenderer.DrawLine(stp + new float2(-1, -1), stp + new float2(-1, 1), c, c);
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Game.Renderer.LineRenderer.DrawLine(stp + new float2(-1, 1), stp + new float2(1, 1), c, c);
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Game.Renderer.LineRenderer.DrawLine(stp + new float2(1, 1), stp + new float2(1, -1), c, c);
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Game.Renderer.LineRenderer.DrawLine(stp + new float2(1, -1), stp + new float2(-1, -1), c, c);
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Game.Renderer.LineRenderer.DrawLine(start, stp, c, c);
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start = stp;
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}
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}
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}
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}
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}
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