Overhaul target line rendering:

- Targets are now defined by the activities
- Queued activities are shown
- Support custom attack colors
This commit is contained in:
Turupawn
2019-07-24 20:54:27 +00:00
committed by Paul Chote
parent bc4dea406d
commit 3240b1e9eb
71 changed files with 433 additions and 269 deletions

View File

@@ -10,24 +10,31 @@
#endregion
using System.Collections.Generic;
using OpenRA.Activities;
using OpenRA.Graphics;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Renders target lines between order waypoints.")]
public class DrawLineToTargetInfo : ITraitInfo
{
[Desc("Delay (in ticks) before the target lines disappear.")]
public readonly int Delay = 60;
[Desc("Width (in pixels) of the target lines.")]
public readonly int LineWidth = 2;
[Desc("Width (in pixels) of the end node markers.")]
public readonly int MarkerWidth = 3;
public virtual object Create(ActorInitializer init) { return new DrawLineToTarget(init.Self, this); }
}
public class DrawLineToTarget : IRenderAboveShroudWhenSelected, INotifySelected, INotifyBecomingIdle, INotifyOwnerChanged
public class DrawLineToTarget : IRenderAboveShroudWhenSelected, INotifySelected
{
readonly DrawLineToTargetInfo info;
List<Target> targets;
Color c;
int lifetime;
public DrawLineToTarget(Actor self, DrawLineToTargetInfo info)
@@ -35,25 +42,7 @@ namespace OpenRA.Mods.Common.Traits
this.info = info;
}
public void SetTarget(Actor self, Target target, Color c, bool display)
{
targets = new List<Target> { target };
this.c = c;
if (display)
lifetime = info.Delay;
}
public void SetTargets(Actor self, List<Target> targets, Color c, bool display)
{
this.targets = targets;
this.c = c;
if (display)
lifetime = info.Delay;
}
void INotifySelected.Selected(Actor a)
public void ShowTargetLines(Actor a)
{
if (a.IsIdle)
return;
@@ -62,65 +51,57 @@ namespace OpenRA.Mods.Common.Traits
lifetime = info.Delay;
}
void INotifySelected.Selected(Actor a)
{
ShowTargetLines(a);
}
IEnumerable<IRenderable> IRenderAboveShroudWhenSelected.RenderAboveShroud(Actor self, WorldRenderer wr)
{
var force = Game.GetModifierKeys().HasModifier(Modifiers.Alt);
if ((lifetime <= 0 || --lifetime <= 0) && !force)
if (self.Owner != self.World.LocalPlayer)
yield break;
// Players want to see the lines when in waypoint mode.
var force = Game.GetModifierKeys().HasModifier(Modifiers.Shift);
if (--lifetime <= 0 && !force)
yield break;
if (!(force || Game.Settings.Game.DrawTargetLine))
yield break;
if (targets == null || targets.Count == 0)
yield break;
foreach (var target in targets)
var prev = self.CenterPosition;
var a = self.CurrentActivity;
for (; a != null; a = a.NextActivity)
{
if (target.Type == TargetType.Invalid)
if (a.IsCanceling)
continue;
yield return new TargetLineRenderable(new[] { self.CenterPosition, target.CenterPosition }, c);
foreach (var n in a.TargetLineNodes(self))
{
if (n.Target.Type != TargetType.Invalid)
{
yield return new TargetLineRenderable(new[] { prev, n.Target.CenterPosition }, n.Color, info.LineWidth, info.MarkerWidth);
prev = n.Target.CenterPosition;
}
}
}
}
bool IRenderAboveShroudWhenSelected.SpatiallyPartitionable { get { return false; } }
void INotifyBecomingIdle.OnBecomingIdle(Actor self)
{
targets = null;
}
void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
{
targets = null;
}
}
public static class LineTargetExts
{
public static void SetTargetLines(this Actor self, List<Target> targets, Color color)
public static void ShowTargetLines(this Actor self)
{
var line = self.TraitOrDefault<DrawLineToTarget>();
if (line != null)
self.World.AddFrameEndTask(w => line.SetTargets(self, targets, color, false));
}
public static void SetTargetLine(this Actor self, Target target, Color color)
{
self.SetTargetLine(target, color, true);
}
public static void SetTargetLine(this Actor self, Target target, Color color, bool display)
{
if (!self.Owner.IsAlliedWith(self.World.LocalPlayer))
return;
if (self.Disposed)
if (self.Owner != self.World.LocalPlayer)
return;
// Draw after frame end so that all the queueing of activities are done before drawing.
var line = self.TraitOrDefault<DrawLineToTarget>();
if (line != null)
line.SetTarget(self, target, color, display);
self.World.AddFrameEndTask(w => line.ShowTargetLines(self));
}
}
}