Add TextRenderable for CashTick. Make ticks consistent.
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@@ -8,6 +8,7 @@
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using OpenRA.Effects;
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@@ -18,41 +19,32 @@ namespace OpenRA.Mods.RA.Effects
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{
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class CashTick : IEffect
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{
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readonly string s;
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int remaining;
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readonly int velocity;
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PPos pos;
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readonly float2 offset;
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readonly Color color;
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readonly SpriteFont font;
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readonly string text;
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Color color;
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int remaining = 30;
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WPos pos;
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static string FormatCashAmount(int x) { return "{0}${1}".F(x < 0 ? "-" : "+", x); }
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public CashTick(int value, int lifetime, int velocity, PPos pos, Color color)
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: this(FormatCashAmount(value), lifetime, velocity, pos, color) { }
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public CashTick(string value, int lifetime, int velocity, PPos pos, Color color)
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public CashTick(WPos pos, Color color, int value)
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{
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this.color = color;
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this.velocity = velocity;
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this.font = Game.Renderer.Fonts["TinyBold"];
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this.pos = pos;
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s = value;
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font = Game.Renderer.Fonts["TinyBold"];
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offset = 0.5f*font.Measure(s).ToFloat2();
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remaining = lifetime;
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this.color = color;
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this.text = "{0}${1}".F(value < 0 ? "-" : "+", Math.Abs(value));
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}
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static readonly WVec velocity = new WVec(0,0,86);
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public void Tick(World world)
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{
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if (--remaining <= 0)
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world.AddFrameEndTask(w => w.Remove(this));
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pos -= new PVecInt(0, velocity);
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pos += velocity;
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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{
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font.DrawTextWithContrast(s, Game.viewport.Zoom*(pos.ToFloat2() - Game.viewport.Location) - offset, color, Color.Black,1);
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yield break;
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yield return new TextRenderable(font, pos, 0, color, text);
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}
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}
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}
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