Fix some style nits in WorldRenderer.
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@@ -155,21 +155,21 @@ namespace OpenRA.Graphics
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var pos = ScreenPxPosition(a.CenterPosition);
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var pos = ScreenPxPosition(a.CenterPosition);
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var bounds = a.Bounds.Value;
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var bounds = a.Bounds.Value;
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var xy = pos + new float2(bounds.Left, bounds.Top);
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var tl = pos + new float2(bounds.Left, bounds.Top);
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var Xy = pos + new float2(bounds.Right, bounds.Top);
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var tr = pos + new float2(bounds.Right, bounds.Top);
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var xY = pos + new float2(bounds.Left, bounds.Bottom);
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var bl = pos + new float2(bounds.Left, bounds.Bottom);
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var XY = pos + new float2(bounds.Right, bounds.Bottom);
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var br = pos + new float2(bounds.Right, bounds.Bottom);
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var wlr = Game.Renderer.WorldLineRenderer;
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var wlr = Game.Renderer.WorldLineRenderer;
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wlr.DrawLine(xy, xy + new float2(4, 0), c, c);
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wlr.DrawLine(tl, tl + new float2(4, 0), c, c);
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wlr.DrawLine(xy, xy + new float2(0, 4), c, c);
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wlr.DrawLine(tl, tl + new float2(0, 4), c, c);
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wlr.DrawLine(Xy, Xy + new float2(-4, 0), c, c);
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wlr.DrawLine(tr, tr + new float2(-4, 0), c, c);
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wlr.DrawLine(Xy, Xy + new float2(0, 4), c, c);
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wlr.DrawLine(tr, tr + new float2(0, 4), c, c);
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wlr.DrawLine(xY, xY + new float2(4, 0), c, c);
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wlr.DrawLine(bl, bl + new float2(4, 0), c, c);
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wlr.DrawLine(xY, xY + new float2(0, -4), c, c);
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wlr.DrawLine(bl, bl + new float2(0, -4), c, c);
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wlr.DrawLine(XY, XY + new float2(-4, 0), c, c);
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wlr.DrawLine(br, br + new float2(-4, 0), c, c);
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wlr.DrawLine(XY, XY + new float2(0, -4), c, c);
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wlr.DrawLine(br, br + new float2(0, -4), c, c);
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}
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}
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public void DrawRollover(Actor unit)
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public void DrawRollover(Actor unit)
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@@ -192,9 +192,10 @@ namespace OpenRA.Graphics
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public void DrawRangeCircleWithContrast(Color fg, float2 location, float range, Color bg, int offset)
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public void DrawRangeCircleWithContrast(Color fg, float2 location, float range, Color bg, int offset)
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{
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{
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if (offset > 0) {
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if (offset > 0)
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DrawRangeCircle(bg, location, range + (float) offset/Game.CellSize);
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{
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DrawRangeCircle(bg, location, range - (float) offset/Game.CellSize);
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DrawRangeCircle(bg, location, range + (float)offset / Game.CellSize);
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DrawRangeCircle(bg, location, range - (float)offset / Game.CellSize);
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}
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}
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DrawRangeCircle(fg, location, range);
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DrawRangeCircle(fg, location, range);
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@@ -209,8 +210,8 @@ namespace OpenRA.Graphics
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// Conversion between world and screen coordinates
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// Conversion between world and screen coordinates
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public float2 ScreenPosition(WPos pos)
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public float2 ScreenPosition(WPos pos)
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{
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{
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var c = Game.CellSize/1024f;
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var c = Game.CellSize / 1024f;
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return new float2(c*pos.X, c*(pos.Y - pos.Z));
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return new float2(c * pos.X, c * (pos.Y - pos.Z));
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}
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}
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public int2 ScreenPxPosition(WPos pos)
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public int2 ScreenPxPosition(WPos pos)
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@@ -223,8 +224,8 @@ namespace OpenRA.Graphics
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// For scaling vectors to pixel sizes in the voxel renderer
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// For scaling vectors to pixel sizes in the voxel renderer
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public float[] ScreenVector(WVec vec)
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public float[] ScreenVector(WVec vec)
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{
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{
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var c = Game.CellSize/1024f;
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var c = Game.CellSize / 1024f;
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return new float[] {c*vec.X, c*vec.Y, c*vec.Z, 1};
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return new float[] { c * vec.X, c * vec.Y, c * vec.Z, 1 };
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}
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}
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public int2 ScreenPxOffset(WVec vec)
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public int2 ScreenPxOffset(WVec vec)
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@@ -234,7 +235,10 @@ namespace OpenRA.Graphics
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return new int2((int)Math.Round(px[0]), (int)Math.Round(px[1] - px[2]));
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return new int2((int)Math.Round(px[0]), (int)Math.Round(px[1] - px[2]));
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}
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}
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public float ScreenZPosition(WPos pos, int zOffset) { return (pos.Y + pos.Z + zOffset)*Game.CellSize/1024f; }
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public float ScreenZPosition(WPos pos, int offset)
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{
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return (pos.Y + pos.Z + offset) * Game.CellSize / 1024f;
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}
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public WPos Position(int2 screenPx)
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public WPos Position(int2 screenPx)
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{
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{
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