Replace IOrderGenerator.RenderBeforeWorld with world-sorted .Render.

Range circles have been moved to RenderAfterWorld for now.
This commit is contained in:
Paul Chote
2013-08-10 21:28:39 +12:00
parent b02fd0d002
commit 4754cbb768
21 changed files with 86 additions and 67 deletions

View File

@@ -20,7 +20,7 @@ namespace OpenRA.Mods.RA
void Render(WorldRenderer wr, World w, ActorInfo ai, WPos centerPosition);
}
class RenderRangeCircleInfo : TraitInfo<RenderRangeCircle>, IPlaceBuildingDecoration
class RenderRangeCircleInfo : ITraitInfo, IPlaceBuildingDecoration
{
public readonly string RangeCircleType = null;
@@ -36,13 +36,19 @@ namespace OpenRA.Mods.RA
foreach (var a in w.ActorsWithTrait<RenderRangeCircle>())
if (a.Actor.Owner == a.Actor.World.LocalPlayer)
if (a.Actor.Info.Traits.Get<RenderRangeCircleInfo>().RangeCircleType == RangeCircleType)
a.Trait.RenderBeforeWorld(wr, a.Actor);
a.Trait.RenderAfterWorld(wr);
}
public object Create(ActorInitializer init) { return new RenderRangeCircle(init.self); }
}
class RenderRangeCircle : IPreRenderSelection
class RenderRangeCircle : IPostRenderSelection
{
public void RenderBeforeWorld(WorldRenderer wr, Actor self)
Actor self;
public RenderRangeCircle(Actor self) { this.self = self; }
public void RenderAfterWorld(WorldRenderer wr)
{
if (self.Owner != self.World.LocalPlayer)
return;