Only add partitioned effects to ScreenMap if (current) bounds are valid

This serves to avoid adding effect where either width or height is 0.
This commit is contained in:
reaperrr
2017-09-17 22:35:50 +02:00
committed by Paul Chote
parent 593e86325b
commit 4ae92a5c22

View File

@@ -95,7 +95,8 @@ namespace OpenRA.Traits
{ {
var screenPos = worldRenderer.ScreenPxPosition(position); var screenPos = worldRenderer.ScreenPxPosition(position);
var screenBounds = new Rectangle(screenPos.X - size.Width / 2, screenPos.Y - size.Height / 2, size.Width, size.Height); var screenBounds = new Rectangle(screenPos.X - size.Width / 2, screenPos.Y - size.Height / 2, size.Width, size.Height);
partitionedEffects.Add(effect, screenBounds); if (ValidBounds(screenBounds))
partitionedEffects.Add(effect, screenBounds);
} }
public void Add(IEffect effect, WPos position, Sprite sprite) public void Add(IEffect effect, WPos position, Sprite sprite)
@@ -108,7 +109,9 @@ namespace OpenRA.Traits
{ {
var screenPos = worldRenderer.ScreenPxPosition(position); var screenPos = worldRenderer.ScreenPxPosition(position);
var screenBounds = new Rectangle(screenPos.X - size.Width / 2, screenPos.Y - size.Height / 2, size.Width, size.Height); var screenBounds = new Rectangle(screenPos.X - size.Width / 2, screenPos.Y - size.Height / 2, size.Width, size.Height);
partitionedEffects.Update(effect, screenBounds); partitionedEffects.Remove(effect);
if (ValidBounds(screenBounds))
partitionedEffects.Add(effect, screenBounds);
} }
public void Update(IEffect effect, WPos position, Sprite sprite) public void Update(IEffect effect, WPos position, Sprite sprite)
@@ -117,9 +120,14 @@ namespace OpenRA.Traits
Update(effect, position, size); Update(effect, position, size);
} }
public void Remove(IEffect e) public void Remove(IEffect effect)
{ {
partitionedEffects.Remove(e); partitionedEffects.Remove(effect);
}
bool ValidBounds(Rectangle bounds)
{
return bounds.Width > 0 && bounds.Height > 0;
} }
public IEnumerable<FrozenActor> FrozenActorsAt(Player viewer, int2 worldPx) public IEnumerable<FrozenActor> FrozenActorsAt(Player viewer, int2 worldPx)