fix perf of uim overlay so it's usable again

This commit is contained in:
Chris Forbes
2010-06-02 18:54:32 +12:00
parent 52c69addc6
commit a6d0adbab3

View File

@@ -55,10 +55,14 @@ namespace OpenRA
public void Draw( World world ) public void Draw( World world )
{ {
if (Game.Settings.UnitDebug) if (Game.Settings.UnitDebug)
for (var i = 0; i < world.Map.MapSize.X; i++) {
for (var j = 0; j < world.Map.MapSize.Y; j++) var uim = world.WorldActor.traits.Get<UnitInfluence>();
if (world.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt(new int2(i, j)).Any())
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"); spriteRenderer.DrawSprite(unitDebug, Game.CellSize * new float2(i, j), "terrain");
}
} }
public void DrawBuildingGrid( World world, string name, BuildingInfo bi ) public void DrawBuildingGrid( World world, string name, BuildingInfo bi )