pass worldRenderer around as necessary
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@@ -14,7 +14,6 @@ using System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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using OpenRA.Widgets;
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namespace OpenRA
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{
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@@ -40,7 +39,7 @@ namespace OpenRA
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return Game.modData.SheetBuilder.Add(data, new Size(Game.CellSize, Game.CellSize));
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}
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public void Draw( World world )
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public void Draw( WorldRenderer wr, World world )
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{
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if (Game.Settings.Debug.ShowCollisions)
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{
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@@ -49,11 +48,11 @@ namespace OpenRA
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for (var i = world.Map.Bounds.Left; i < world.Map.Bounds.Right; i++)
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for (var j = world.Map.Bounds.Top; j < world.Map.Bounds.Bottom; j++)
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if (uim.GetUnitsAt(new int2(i, j)).Any())
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unitDebug.DrawAt(Game.CellSize * new float2(i, j), "terrain");
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unitDebug.DrawAt(wr, Game.CellSize * new float2(i, j), "terrain");
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}
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}
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public void DrawBuildingGrid( World world, string name, BuildingInfo bi )
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public void DrawBuildingGrid( WorldRenderer wr, World world, string name, BuildingInfo bi )
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{
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var position = Game.viewport.ViewToWorld(Viewport.LastMousePos).ToInt2();
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var topLeft = position - Footprint.AdjustForBuildingSize( bi );
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@@ -64,7 +63,7 @@ namespace OpenRA
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{
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foreach (var t in LineBuildUtils.GetLineBuildCells(world, topLeft, name, bi))
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(world.IsCloseEnoughToBase(world.LocalPlayer, name, bi, t) ? buildOk : buildBlocked)
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.DrawAt(Game.CellSize * t, "terrain");
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.DrawAt(wr, Game.CellSize * t, "terrain");
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}
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else
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{
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@@ -72,7 +71,7 @@ namespace OpenRA
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var isCloseEnough = world.IsCloseEnoughToBase(world.LocalPlayer, name, bi, topLeft);
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foreach (var t in Footprint.Tiles(name, bi, topLeft))
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((isCloseEnough && world.IsCellBuildable(t, bi.WaterBound) && res.GetResource(t) == null) ? buildOk : buildBlocked)
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.DrawAt(Game.CellSize * t, "terrain");
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.DrawAt( wr, Game.CellSize * t, "terrain");
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}
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}
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}
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