Lazily generate frozen actor renderables.
Previously actors that could be frozen under fog but were currently visible would be rendered by the frozen under fog system constantly in order to keep a copy of the renderables ready to go for the frozen counterpart when the actor became invisible. Instead, we now delay this extra rendering until the actor actually becomes invisible. This eliminates the wasted rendering to generate renderables that were never used.
This commit is contained in:
@@ -24,7 +24,7 @@ namespace OpenRA.Mods.Common.Traits
|
||||
public object Create(ActorInitializer init) { return new FrozenUnderFog(init, this); }
|
||||
}
|
||||
|
||||
public class FrozenUnderFog : IRenderModifier, IVisibilityModifier, ITick, ITickRender, ISync
|
||||
public class FrozenUnderFog : IRenderModifier, IVisibilityModifier, ITick, ISync
|
||||
{
|
||||
[Sync] public int VisibilityHash;
|
||||
|
||||
@@ -104,20 +104,9 @@ namespace OpenRA.Mods.Common.Traits
|
||||
initialized = true;
|
||||
}
|
||||
|
||||
public void TickRender(WorldRenderer wr, Actor self)
|
||||
{
|
||||
if (self.Destroyed || !initialized || !visible.Values.Any(v => v))
|
||||
return;
|
||||
|
||||
var renderables = self.Render(wr).ToArray();
|
||||
foreach (var player in self.World.Players)
|
||||
if (visible[player])
|
||||
frozen[player].Renderables = renderables;
|
||||
}
|
||||
|
||||
public IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
|
||||
{
|
||||
return IsVisible(self, self.World.RenderPlayer) ? r : SpriteRenderable.None;
|
||||
return IsVisible(self, self.World.RenderPlayer) || (initialized && frozen[self.World.RenderPlayer].IsRendering) ? r : SpriteRenderable.None;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user