Add DebugOverlayColor to Warhead
This allows us to render WarheadDebugOverlay circles in a color-per-warhead fashion.
This commit is contained in:
@@ -29,6 +29,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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{
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public readonly WPos CenterPosition;
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public readonly WPos CenterPosition;
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public readonly WDist[] Range;
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public readonly WDist[] Range;
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public readonly Color Color;
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public int Time;
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public int Time;
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public WDist OuterRange
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public WDist OuterRange
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@@ -36,10 +37,11 @@ namespace OpenRA.Mods.Common.Traits
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get { return Range[Range.Length - 1]; }
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get { return Range[Range.Length - 1]; }
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}
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}
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public WHImpact(WPos pos, WDist[] range, int time)
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public WHImpact(WPos pos, WDist[] range, int time, Color color)
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{
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{
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CenterPosition = pos;
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CenterPosition = pos;
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Range = range;
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Range = range;
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Color = color;
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Time = time;
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Time = time;
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}
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}
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}
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}
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@@ -52,9 +54,9 @@ namespace OpenRA.Mods.Common.Traits
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this.info = info;
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this.info = info;
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}
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}
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public void AddImpact(WPos pos, WDist[] range)
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public void AddImpact(WPos pos, WDist[] range, Color color)
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{
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{
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impacts.Add(new WHImpact(pos, range, info.DisplayDuration));
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impacts.Add(new WHImpact(pos, range, info.DisplayDuration, color));
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}
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}
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public void RenderAfterWorld(WorldRenderer wr, Actor self)
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public void RenderAfterWorld(WorldRenderer wr, Actor self)
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@@ -64,7 +66,7 @@ namespace OpenRA.Mods.Common.Traits
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var alpha = 255.0f * i.Time / info.DisplayDuration;
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var alpha = 255.0f * i.Time / info.DisplayDuration;
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var rangeStep = alpha / i.Range.Length;
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var rangeStep = alpha / i.Range.Length;
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wr.DrawRangeCircle(i.CenterPosition, i.OuterRange, Color.FromArgb((int)alpha, Color.Red));
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wr.DrawRangeCircle(i.CenterPosition, i.OuterRange, Color.FromArgb((int)alpha, i.Color));
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foreach (var r in i.Range)
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foreach (var r in i.Range)
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{
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{
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@@ -72,7 +74,7 @@ namespace OpenRA.Mods.Common.Traits
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var br = wr.ScreenPosition(i.CenterPosition + new WVec(r.Length, r.Length, 0));
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var br = wr.ScreenPosition(i.CenterPosition + new WVec(r.Length, r.Length, 0));
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var rect = RectangleF.FromLTRB(tl.X, tl.Y, br.X, br.Y);
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var rect = RectangleF.FromLTRB(tl.X, tl.Y, br.X, br.Y);
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Game.Renderer.WorldLineRenderer.FillEllipse(rect, Color.FromArgb((int)alpha, Color.Red));
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Game.Renderer.WorldLineRenderer.FillEllipse(rect, Color.FromArgb((int)alpha, i.Color));
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alpha -= rangeStep;
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alpha -= rangeStep;
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}
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}
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@@ -28,7 +28,7 @@ namespace OpenRA.Mods.Common.Warheads
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{
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{
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var devMode = world.LocalPlayer.PlayerActor.TraitOrDefault<DeveloperMode>();
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var devMode = world.LocalPlayer.PlayerActor.TraitOrDefault<DeveloperMode>();
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if (devMode != null && devMode.ShowCombatGeometry)
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if (devMode != null && devMode.ShowCombatGeometry)
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world.WorldActor.Trait<WarheadDebugOverlay>().AddImpact(pos, Spread);
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world.WorldActor.Trait<WarheadDebugOverlay>().AddImpact(pos, Spread, DebugOverlayColor);
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}
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}
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var range = Spread[0];
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var range = Spread[0];
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@@ -53,7 +53,7 @@ namespace OpenRA.Mods.Common.Warheads
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{
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{
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var devMode = world.LocalPlayer.PlayerActor.TraitOrDefault<DeveloperMode>();
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var devMode = world.LocalPlayer.PlayerActor.TraitOrDefault<DeveloperMode>();
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if (devMode != null && devMode.ShowCombatGeometry)
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if (devMode != null && devMode.ShowCombatGeometry)
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world.WorldActor.Trait<WarheadDebugOverlay>().AddImpact(pos, Range);
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world.WorldActor.Trait<WarheadDebugOverlay>().AddImpact(pos, Range, DebugOverlayColor);
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}
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}
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// This only finds actors where the center is within the search radius,
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// This only finds actors where the center is within the search radius,
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@@ -9,6 +9,7 @@
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#endregion
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#endregion
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using System.Collections.Generic;
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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 System.Linq;
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using OpenRA.Traits;
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using OpenRA.Traits;
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@@ -33,6 +34,9 @@ namespace OpenRA.Mods.Common.Warheads
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public readonly int Delay = 0;
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public readonly int Delay = 0;
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int IWarhead.Delay { get { return Delay; } }
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int IWarhead.Delay { get { return Delay; } }
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[Desc("The color used for this warhead's visualization in the world's `WarheadDebugOverlay` trait.")]
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public readonly Color DebugOverlayColor = Color.Red;
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public bool IsValidTarget(IEnumerable<string> targetTypes)
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public bool IsValidTarget(IEnumerable<string> targetTypes)
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{
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{
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return ValidTargets.Overlaps(targetTypes) && !InvalidTargets.Overlaps(targetTypes);
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return ValidTargets.Overlaps(targetTypes) && !InvalidTargets.Overlaps(targetTypes);
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