big pile of Render refactoring
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@@ -19,13 +19,10 @@ namespace OpenRA
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{
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class UiOverlay
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{
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SpriteRenderer spriteRenderer;
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Sprite buildOk, buildBlocked, unitDebug;
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public UiOverlay(SpriteRenderer spriteRenderer)
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public UiOverlay()
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{
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this.spriteRenderer = spriteRenderer;
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buildOk = SynthesizeTile(0x0f);
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buildBlocked = SynthesizeTile(0x08);
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unitDebug = SynthesizeTile(0x04);
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@@ -51,7 +48,7 @@ namespace OpenRA
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for (var i = world.Map.Bounds.Left; i < world.Map.Bounds.Right; i++)
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for (var j = world.Map.Bounds.Top; j < world.Map.Bounds.Bottom; j++)
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if (uim.GetUnitsAt(new int2(i, j)).Any())
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spriteRenderer.DrawSprite(unitDebug, Game.CellSize * new float2(i, j), "terrain");
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Game.Renderer.SpriteRenderer.DrawSprite(unitDebug, Game.CellSize * new float2(i, j), "terrain");
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}
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}
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@@ -65,7 +62,7 @@ namespace OpenRA
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if (Rules.Info[name].Traits.Contains<LineBuildInfo>())
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{
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foreach (var t in LineBuildUtils.GetLineBuildCells(world, topLeft, name, bi))
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spriteRenderer.DrawSprite(world.IsCloseEnoughToBase(world.LocalPlayer, name, bi, t)
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Game.Renderer.SpriteRenderer.DrawSprite(world.IsCloseEnoughToBase(world.LocalPlayer, name, bi, t)
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? buildOk : buildBlocked, Game.CellSize * t, "terrain");
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}
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else
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@@ -73,11 +70,11 @@ namespace OpenRA
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var res = world.WorldActor.traits.Get<ResourceLayer>();
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var isCloseEnough = world.IsCloseEnoughToBase(world.LocalPlayer, name, bi, topLeft);
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foreach (var t in Footprint.Tiles(name, bi, topLeft))
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spriteRenderer.DrawSprite((isCloseEnough && world.IsCellBuildable(t, bi.WaterBound) && res.GetResource(t) == null)
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Game.Renderer.SpriteRenderer.DrawSprite((isCloseEnough && world.IsCellBuildable(t, bi.WaterBound) && res.GetResource(t) == null)
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? buildOk : buildBlocked, Game.CellSize * t, "terrain");
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}
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spriteRenderer.Flush();
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Game.Renderer.SpriteRenderer.Flush();
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}
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}
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