Fix bogus naming of Shaders/Renderers. Split LineRenderer into world and chrome variants.

This commit is contained in:
Paul Chote
2011-06-03 17:22:37 +12:00
parent 4fa0962d49
commit 926b396605
23 changed files with 164 additions and 88 deletions

View File

@@ -83,14 +83,14 @@ namespace OpenRA.Traits
var barColor2 = Color.FromArgb(255, barColor.R / 2, barColor.G / 2, barColor.B / 2);
var z = float2.Lerp(xy, Xy, value);
var wlr = Game.Renderer.WorldLineRenderer;
wlr.DrawLine(xy + new float2(0, -4), Xy + new float2(0, -4), c, c);
wlr.DrawLine(xy + new float2(0, -3), Xy + new float2(0, -3), c2, c2);
wlr.DrawLine(xy + new float2(0, -2), Xy + new float2(0, -2), c, c);
Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -4), Xy + new float2(0, -4), c, c);
Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -3), Xy + new float2(0, -3), c2, c2);
Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -2), Xy + new float2(0, -2), c, c);
Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -3), z + new float2(0, -3), barColor, barColor);
Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -2), z + new float2(0, -2), barColor2, barColor2);
Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -4), z + new float2(0, -4), barColor2, barColor2);
wlr.DrawLine(xy + new float2(0, -3), z + new float2(0, -3), barColor, barColor);
wlr.DrawLine(xy + new float2(0, -2), z + new float2(0, -2), barColor2, barColor2);
wlr.DrawLine(xy + new float2(0, -4), z + new float2(0, -4), barColor2, barColor2);
}
void DrawHealthBar(Actor self, float2 xy, float2 Xy)
@@ -114,14 +114,14 @@ namespace OpenRA.Traits
var z = float2.Lerp(xy, Xy, (float)health.HP / health.MaxHP);
var wlr = Game.Renderer.WorldLineRenderer;
wlr.DrawLine(xy + new float2(0, -4), Xy + new float2(0, -4), c, c);
wlr.DrawLine(xy + new float2(0, -3), Xy + new float2(0, -3), c2, c2);
wlr.DrawLine(xy + new float2(0, -2), Xy + new float2(0, -2), c, c);
Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -4), Xy + new float2(0, -4), c, c);
Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -3), Xy + new float2(0, -3), c2, c2);
Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -2), Xy + new float2(0, -2), c, c);
Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -3), z + new float2(0, -3), healthColor, healthColor);
Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -2), z + new float2(0, -2), healthColor2, healthColor2);
Game.Renderer.LineRenderer.DrawLine(xy + new float2(0, -4), z + new float2(0, -4), healthColor2, healthColor2);
wlr.DrawLine(xy + new float2(0, -3), z + new float2(0, -3), healthColor, healthColor);
wlr.DrawLine(xy + new float2(0, -2), z + new float2(0, -2), healthColor2, healthColor2);
wlr.DrawLine(xy + new float2(0, -4), z + new float2(0, -4), healthColor2, healthColor2);
if (health.DisplayHp != health.HP)
{
@@ -133,9 +133,9 @@ namespace OpenRA.Traits
deltaColor.B / 2);
var zz = float2.Lerp(xy, Xy, (float)health.DisplayHp / health.MaxHP);
Game.Renderer.LineRenderer.DrawLine(z + new float2(0, -3), zz + new float2(0, -3), deltaColor, deltaColor);
Game.Renderer.LineRenderer.DrawLine(z + new float2(0, -2), zz + new float2(0, -2), deltaColor2, deltaColor2);
Game.Renderer.LineRenderer.DrawLine(z + new float2(0, -4), zz + new float2(0, -4), deltaColor2, deltaColor2);
wlr.DrawLine(z + new float2(0, -3), zz + new float2(0, -3), deltaColor, deltaColor);
wlr.DrawLine(z + new float2(0, -2), zz + new float2(0, -2), deltaColor2, deltaColor2);
wlr.DrawLine(z + new float2(0, -4), zz + new float2(0, -4), deltaColor2, deltaColor2);
}
}
@@ -223,14 +223,15 @@ namespace OpenRA.Traits
var c = Color.Green;
var wlr = Game.Renderer.WorldLineRenderer;
foreach (var step in targets.Select(p => p.CenterLocation))
{
var stp = step + alt;
Game.Renderer.LineRenderer.DrawLine(stp + new float2(-1, -1), stp + new float2(-1, 1), c, c);
Game.Renderer.LineRenderer.DrawLine(stp + new float2(-1, 1), stp + new float2(1, 1), c, c);
Game.Renderer.LineRenderer.DrawLine(stp + new float2(1, 1), stp + new float2(1, -1), c, c);
Game.Renderer.LineRenderer.DrawLine(stp + new float2(1, -1), stp + new float2(-1, -1), c, c);
Game.Renderer.LineRenderer.DrawLine(start, stp, c, c);
wlr.DrawLine(stp + new float2(-1, -1), stp + new float2(-1, 1), c, c);
wlr.DrawLine(stp + new float2(-1, 1), stp + new float2(1, 1), c, c);
wlr.DrawLine(stp + new float2(1, 1), stp + new float2(1, -1), c, c);
wlr.DrawLine(stp + new float2(1, -1), stp + new float2(-1, -1), c, c);
wlr.DrawLine(start, stp, c, c);
start = stp;
}
}