pass worldRenderer around as necessary

This commit is contained in:
Bob
2010-10-11 19:42:07 +13:00
parent 10bf85f57e
commit ab1e930ba3
34 changed files with 116 additions and 118 deletions

View File

@@ -6,13 +6,12 @@
* as published by the Free Software Foundation. For more information,
* see LICENSE.
*/
#endregion
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenRA.Traits;
using OpenRA.FileFormats;
#endregion
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Traits;
namespace OpenRA.Orders
{
@@ -41,22 +40,22 @@ namespace OpenRA.Orders
public void Tick( World world ) {}
public void RenderBeforeWorld(World world)
public void RenderBeforeWorld( WorldRenderer wr, World world )
{
foreach (var a in world.Selection.Actors)
if (!a.Destroyed)
foreach (var t in a.TraitsImplementing<IPreRenderSelection>())
t.RenderBeforeWorld(a);
t.RenderBeforeWorld( wr, a );
Game.Renderer.Flush();
}
public void RenderAfterWorld( World world )
public void RenderAfterWorld( WorldRenderer wr, World world )
{
foreach (var a in world.Selection.Actors)
if (!a.Destroyed)
foreach (var t in a.TraitsImplementing<IPostRenderSelection>())
t.RenderAfterWorld(a);
t.RenderAfterWorld( wr, a );
Game.Renderer.Flush();
}