Support arbitrary per-player palettes. Will crash if I missed any cases that don't explicitly set the Renderable palette.

This commit is contained in:
Paul Chote
2011-05-03 22:21:31 +12:00
parent b937489f2d
commit 8f962853f9
12 changed files with 36 additions and 32 deletions

View File

@@ -30,7 +30,7 @@ namespace OpenRA.Mods.RA.Orders
Building = name;
Preview = Rules.Info[Building].Traits.Get<RenderBuildingInfo>()
.RenderPreview(Rules.Info[Building], producer.World.Map.Tileset);
.RenderPreview(Rules.Info[Building], producer.World.Map.Tileset, producer.Owner);
}
public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
@@ -87,7 +87,7 @@ namespace OpenRA.Mods.RA.Orders
{
foreach (var r in Preview)
r.Sprite.DrawAt(Game.CellSize*topLeft + r.Pos,
wr.GetPaletteIndex(r.Palette ?? world.LocalPlayer.Palette),
wr.GetPaletteIndex(r.Palette),
r.Scale*r.Sprite.size);
var res = world.WorldActor.Trait<ResourceLayer>();