fix perf of uim overlay so it's usable again
This commit is contained in:
@@ -55,10 +55,14 @@ namespace OpenRA
|
||||
public void Draw( World world )
|
||||
{
|
||||
if (Game.Settings.UnitDebug)
|
||||
for (var i = 0; i < world.Map.MapSize.X; i++)
|
||||
for (var j = 0; j < world.Map.MapSize.Y; j++)
|
||||
if (world.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt(new int2(i, j)).Any())
|
||||
{
|
||||
var uim = world.WorldActor.traits.Get<UnitInfluence>();
|
||||
|
||||
for (var i = world.Map.Bounds.Left; i < world.Map.Bounds.Right; i++)
|
||||
for (var j = world.Map.Bounds.Top; j < world.Map.Bounds.Bottom; j++)
|
||||
if (uim.GetUnitsAt(new int2(i, j)).Any())
|
||||
spriteRenderer.DrawSprite(unitDebug, Game.CellSize * new float2(i, j), "terrain");
|
||||
}
|
||||
}
|
||||
|
||||
public void DrawBuildingGrid( World world, string name, BuildingInfo bi )
|
||||
|
||||
Reference in New Issue
Block a user