range circles for base defenses

This commit is contained in:
Chris Forbes
2010-03-31 18:00:27 +13:00
parent 9270a85619
commit 939ec0408e
5 changed files with 45 additions and 4 deletions

View File

@@ -339,5 +339,32 @@ namespace OpenRA.Graphics
}
}
}
public void DrawRangeCircle(Actor selectedUnit)
{
if (selectedUnit.Owner != world.LocalPlayer)
return;
var range = (int)selectedUnit.GetPrimaryWeapon().Range;
var r2 = range * range;
var c = Color.FromArgb(128, Color.Yellow);
foreach (var t in world.FindTilesInCircle(selectedUnit.Location, range))
{
if ((selectedUnit.Location - t - new int2(-1, 0)).LengthSquared > r2)
lineRenderer.DrawLine(Game.CellSize * t, Game.CellSize * (t + new int2(0, 1)),
c,c);
if ((selectedUnit.Location - t - new int2(1, 0)).LengthSquared > r2)
lineRenderer.DrawLine(Game.CellSize * (t + new int2(1,0)), Game.CellSize * (t + new int2(1, 1)),
c,c);
if ((selectedUnit.Location - t - new int2(0,-1)).LengthSquared > r2)
lineRenderer.DrawLine(Game.CellSize * t, Game.CellSize * (t + new int2(1,0)),
c,c);
if ((selectedUnit.Location - t - new int2(0,1)).LengthSquared > r2)
lineRenderer.DrawLine(Game.CellSize * (t + new int2(0,1)), Game.CellSize * (t + new int2(1, 1)),
c,c);
}
}
}
}

View File

@@ -42,8 +42,12 @@ namespace OpenRA.Orders
public void Render( World world )
{
foreach( var a in Game.controller.selection.Actors )
world.WorldRenderer.DrawSelectionBox( a, Color.White, true );
foreach (var a in Game.controller.selection.Actors)
{
world.WorldRenderer.DrawSelectionBox(a, Color.White, true);
if (a.traits.Contains<RenderRangeCircle>())
world.WorldRenderer.DrawRangeCircle(a);
}
}
public string GetCursor( World world, int2 xy, MouseInput mi )

View File

@@ -64,4 +64,7 @@ namespace OpenRA.Traits
}
}
}
class RenderRangeCircleInfo : StatelessTraitInfo<RenderRangeCircle> { }
class RenderRangeCircle { }
}