Fix target lines appearing not long enough on screen
Also changes the Delay attribute from ticks to milliseconds.
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committed by
abcdefg30
parent
04bfd62f2f
commit
60a7f53491
@@ -20,8 +20,8 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Renders target lines between order waypoints.")]
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public class DrawLineToTargetInfo : TraitInfo
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{
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[Desc("Delay (in ticks) before the target lines disappear.")]
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public readonly int Delay = 60;
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[Desc("Delay (in milliseconds) before the target lines disappear.")]
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public readonly int Delay = 2400;
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[Desc("Width (in pixels) of the target lines.")]
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public readonly int LineWidth = 1;
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@@ -42,7 +42,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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readonly DrawLineToTargetInfo info;
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readonly List<IRenderable> renderableCache = new List<IRenderable>();
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int lifetime;
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long lifetime;
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public DrawLineToTarget(Actor self, DrawLineToTargetInfo info)
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{
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@@ -55,7 +55,7 @@ namespace OpenRA.Mods.Common.Traits
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return;
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// Reset the order line timeout.
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lifetime = info.Delay;
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lifetime = Game.RunTime + info.Delay;
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}
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void INotifySelected.Selected(Actor self)
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@@ -71,7 +71,7 @@ namespace OpenRA.Mods.Common.Traits
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// Players want to see the lines when in waypoint mode.
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var force = Game.GetModifierKeys().HasModifier(Modifiers.Shift) || self.World.OrderGenerator is ForceModifiersOrderGenerator;
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if (--lifetime <= 0 && !force)
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if (Game.RunTime > lifetime && !force)
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yield break;
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var pal = wr.Palette(TileSet.TerrainPaletteInternalName);
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@@ -93,7 +93,7 @@ namespace OpenRA.Mods.Common.Traits
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// Players want to see the lines when in waypoint mode.
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var force = Game.GetModifierKeys().HasModifier(Modifiers.Shift) || self.World.OrderGenerator is ForceModifiersOrderGenerator;
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if (--lifetime <= 0 && !force)
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if (Game.RunTime > lifetime && !force)
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return Enumerable.Empty<IRenderable>();
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renderableCache.Clear();
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