Cache the sprites. Draw linebuild cells too.

This commit is contained in:
Paul Chote
2010-11-24 15:31:29 +13:00
parent 96cd0e2259
commit 6ac92c45f1
2 changed files with 33 additions and 28 deletions

View File

@@ -61,29 +61,6 @@ namespace OpenRA.Mods.RA.Buildings
.Any( b => Math.Abs( a.X - b.X ) <= Adjacent .Any( b => Math.Abs( a.X - b.X ) <= Adjacent
&& Math.Abs( a.Y - b.Y ) <= Adjacent ) ); && Math.Abs( a.Y - b.Y ) <= Adjacent ) );
} }
public void DrawBuildingGrid( WorldRenderer wr, World world, string name )
{
var position = Game.viewport.ViewToWorld(Viewport.LastMousePos).ToInt2();
var topLeft = position - FootprintUtils.AdjustForBuildingSize( this );
var cells = new Dictionary<int2, bool>();
// Linebuild for walls.
// Assumes a 1x1 footprint; weird things will happen for other footprints
if (Rules.Info[name].Traits.Contains<LineBuildInfo>())
{
foreach( var t in BuildingUtils.GetLineBuildCells( world, topLeft, name, this ) )
cells.Add( t, IsCloseEnoughToBase( world, world.LocalPlayer, name, t ) );
}
else
{
var res = world.WorldActor.Trait<ResourceLayer>();
var isCloseEnough = IsCloseEnoughToBase(world, world.LocalPlayer, name, topLeft);
foreach (var t in FootprintUtils.Tiles(name, this, topLeft))
cells.Add( t, isCloseEnough && world.IsCellBuildable(t, WaterBound) && res.GetResource(t) == null );
}
wr.uiOverlay.DrawGrid( wr, cells );
}
} }
public class Building : INotifyDamage, IResolveOrder, IOccupySpace public class Building : INotifyDamage, IResolveOrder, IOccupySpace

View File

@@ -21,12 +21,16 @@ namespace OpenRA.Mods.RA.Orders
{ {
readonly Actor Producer; readonly Actor Producer;
readonly string Building; readonly string Building;
readonly IEnumerable<Renderable> Preview;
BuildingInfo BuildingInfo { get { return Rules.Info[ Building ].Traits.Get<BuildingInfo>(); } } BuildingInfo BuildingInfo { get { return Rules.Info[ Building ].Traits.Get<BuildingInfo>(); } }
public PlaceBuildingOrderGenerator(Actor producer, string name) public PlaceBuildingOrderGenerator(Actor producer, string name)
{ {
Producer = producer; Producer = producer;
Building = name; Building = name;
Preview = Rules.Info[Building].Traits.Get<RenderBuildingInfo>()
.BuildingPreview(Rules.Info[Building], producer.World.Map.Tileset);
} }
public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi) public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
@@ -64,12 +68,36 @@ namespace OpenRA.Mods.RA.Orders
public void RenderAfterWorld( WorldRenderer wr, World world ) {} public void RenderAfterWorld( WorldRenderer wr, World world ) {}
public void RenderBeforeWorld( WorldRenderer wr, World world ) public void RenderBeforeWorld( WorldRenderer wr, World world )
{ {
var topleft = Game.viewport.ViewToWorld(Viewport.LastMousePos).ToInt2() - FootprintUtils.AdjustForBuildingSize( BuildingInfo );
var renderables = Rules.Info[Building].Traits.Get<RenderBuildingInfo>().BuildingPreview(Rules.Info[Building], world.Map.Tileset);
foreach (var r in renderables)
r.Sprite.DrawAt(wr,Game.CellSize*topleft + r.Pos, r.Palette ?? world.LocalPlayer.Palette);
BuildingInfo.DrawBuildingGrid( wr, world, Building ); var position = Game.viewport.ViewToWorld(Viewport.LastMousePos).ToInt2();
var topLeft = position - FootprintUtils.AdjustForBuildingSize( BuildingInfo );
var cells = new Dictionary<int2, bool>();
// Linebuild for walls.
// Assumes a 1x1 footprint; weird things will happen for other footprints
if (Rules.Info[Building].Traits.Contains<LineBuildInfo>())
{
foreach( var t in BuildingUtils.GetLineBuildCells( world, topLeft, Building, BuildingInfo ) )
{
cells.Add( t, BuildingInfo.IsCloseEnoughToBase( world, world.LocalPlayer, Building, t ) );
foreach (var r in Preview)
r.Sprite.DrawAt(wr,Game.CellSize*t + r.Pos, r.Palette ?? world.LocalPlayer.Palette);
}
}
else
{
foreach (var r in Preview)
r.Sprite.DrawAt(wr,Game.CellSize*topLeft + r.Pos, r.Palette ?? world.LocalPlayer.Palette);
var res = world.WorldActor.Trait<ResourceLayer>();
var isCloseEnough = BuildingInfo.IsCloseEnoughToBase(world, world.LocalPlayer, Building, topLeft);
foreach (var t in FootprintUtils.Tiles(Building, BuildingInfo, topLeft))
cells.Add( t, isCloseEnough && world.IsCellBuildable(t, BuildingInfo.WaterBound) && res.GetResource(t) == null );
}
wr.uiOverlay.DrawGrid( wr, cells );
} }
public string GetCursor(World world, int2 xy, MouseInput mi) { return "default"; } public string GetCursor(World world, int2 xy, MouseInput mi) { return "default"; }