Move debug target path rendering to SelectionDecorations
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@@ -9,9 +9,7 @@
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#endregion
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Graphics;
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namespace OpenRA.Traits
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{
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@@ -19,6 +17,7 @@ namespace OpenRA.Traits
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public class SelectableInfo : ITraitInfo
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{
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public readonly int Priority = 10;
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[Desc("Bounds for the selectable area.")]
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public readonly int[] Bounds = null;
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@@ -29,40 +28,16 @@ namespace OpenRA.Traits
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public object Create(ActorInitializer init) { return new Selectable(init.Self, this); }
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}
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public class Selectable : IPostRenderSelection
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public class Selectable
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{
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public readonly string Class = null;
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public SelectableInfo Info;
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readonly Actor self;
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public readonly SelectableInfo Info;
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public Selectable(Actor self, SelectableInfo info)
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{
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this.self = self;
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Info = info;
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Class = string.IsNullOrEmpty(info.Class) ? self.Info.Name : info.Class;
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}
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IEnumerable<WPos> ActivityTargetPath()
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{
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if (!self.IsInWorld || self.IsDead)
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yield break;
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var activity = self.GetCurrentActivity();
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if (activity != null)
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{
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var targets = activity.GetTargets(self);
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yield return self.CenterPosition;
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foreach (var t in targets.Where(t => t.Type != TargetType.Invalid))
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yield return t.CenterPosition;
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}
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}
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public IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr)
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{
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if (self.World.LocalPlayer != null && self.World.LocalPlayer.PlayerActor.Trait<DeveloperMode>().PathDebug)
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yield return new TargetLineRenderable(ActivityTargetPath(), Color.Green);
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}
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}
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}
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