Merge branch 'master' of git://github.com/chrisforbes/OpenRA
This commit is contained in:
@@ -90,8 +90,10 @@ namespace OpenRa.Game.Graphics
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Game.controller.orderGenerator.Render();
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Game.controller.orderGenerator.Render();
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lineRenderer.Flush();
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lineRenderer.Flush();
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spriteRenderer.Flush();
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}
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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[] pipStrings = { "pip-empty", "pip-green", "pip-yellow", "pip-red", "pip-gray" };
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public void DrawSelectionBox(Actor selectedUnit, Color c, bool drawHealthBar)
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public void DrawSelectionBox(Actor selectedUnit, Color c, bool drawHealthBar)
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@@ -116,56 +118,8 @@ namespace OpenRa.Game.Graphics
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if (drawHealthBar)
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if (drawHealthBar)
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{
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{
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c = Color.Gray;
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DrawHealthBar(selectedUnit, xy, Xy);
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lineRenderer.DrawLine(xy + new float2(0, -2), xy + new float2(0, -4), c, c);
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DrawPips(selectedUnit, xY);
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lineRenderer.DrawLine(Xy + new float2(0, -2), Xy + new float2(0, -4), c, c);
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var healthAmount = (float)selectedUnit.Health / selectedUnit.Info.Strength;
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var healthColor = (healthAmount < Rules.General.ConditionRed) ? Color.Red
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: (healthAmount < Rules.General.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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lineRenderer.DrawLine(z + new float2(0, -4), Xy + new float2(0, -4), c, c);
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lineRenderer.DrawLine(z + new float2(0, -2), Xy + new float2(0, -2), c, c);
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lineRenderer.DrawLine(xy + new float2(0, -3),
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z + new float2(0, -3),
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healthColor, healthColor);
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lineRenderer.DrawLine(xy + new float2(0, -2),
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z + new float2(0, -2),
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healthColor2, healthColor2);
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lineRenderer.DrawLine(xy + new float2(0, -4),
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z + new float2(0, -4),
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healthColor2, healthColor2);
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// Render Pips
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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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float2 pipxyBase = xY + new float2(-12, -7); // Correct for the offset in the shp file
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float2 pipxyOffset = new float2(0, 0); // Correct for offset due to multiple columns/rows
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foreach (var pips in selectedUnit.traits.WithInterface<IPips>())
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{
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foreach (var pip in pips.GetPips())
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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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spriteRenderer.DrawSprite(pipImages.Image, pipxyBase + pipxyOffset, 0);
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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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}
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float2 fakexyBase = new float2(-16, -4);
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float2 fakexyBase = new float2(-16, -4);
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if (selectedUnit.Owner == Game.LocalPlayer){
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if (selectedUnit.Owner == Game.LocalPlayer){
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@@ -197,7 +151,55 @@ namespace OpenRa.Game.Graphics
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}
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}
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}
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}
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}
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}
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spriteRenderer.Flush();
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}
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void DrawHealthBar(Actor selectedUnit, float2 xy, float2 Xy)
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{
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var c = Color.Gray;
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lineRenderer.DrawLine(xy + new float2(0, -2), xy + new float2(0, -4), c, c);
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lineRenderer.DrawLine(Xy + new float2(0, -2), Xy + new float2(0, -4), c, c);
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var healthAmount = (float)selectedUnit.Health / selectedUnit.Info.Strength;
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var healthColor = (healthAmount < Rules.General.ConditionRed) ? Color.Red
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: (healthAmount < Rules.General.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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lineRenderer.DrawLine(z + new float2(0, -4), Xy + new float2(0, -4), c, c);
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lineRenderer.DrawLine(z + new float2(0, -2), Xy + new float2(0, -2), c, c);
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lineRenderer.DrawLine(xy + new float2(0, -3), z + new float2(0, -3), healthColor, healthColor);
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lineRenderer.DrawLine(xy + new float2(0, -2), z + new float2(0, -2), healthColor2, healthColor2);
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lineRenderer.DrawLine(xy + new float2(0, -4), z + new float2(0, -4), healthColor2, healthColor2);
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}
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void DrawPips(Actor selectedUnit, float2 xY)
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{
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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 = xY + 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 selectedUnit.traits.WithInterface<IPips>())
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{
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foreach (var pip in pips.GetPips())
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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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spriteRenderer.DrawSprite(pipImages.Image, pipxyBase + pipxyOffset, 0);
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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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}
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}
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}
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}
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}
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