Easier actor selection in game by actor bounds center

This commit is contained in:
atlimit8
2015-11-15 11:30:40 -06:00
parent 387d0d0e3f
commit b07cd683e8
17 changed files with 100 additions and 75 deletions

View File

@@ -17,31 +17,31 @@ namespace OpenRA.Orders
{
public class UnitOrderGenerator : IOrderGenerator
{
static Target TargetForInput(World world, CPos xy, MouseInput mi)
static Target TargetForInput(World world, CPos cell, int2 worldPixel, MouseInput mi)
{
var actor = world.ScreenMap.ActorsAt(mi)
.Where(a => !world.FogObscures(a) && a.Info.HasTraitInfo<ITargetableInfo>())
.WithHighestSelectionPriority();
.WithHighestSelectionPriority(worldPixel);
if (actor != null)
return Target.FromActor(actor);
var frozen = world.ScreenMap.FrozenActorsAt(world.RenderPlayer, mi)
.Where(a => a.Info.HasTraitInfo<ITargetableInfo>() && a.Visible && a.HasRenderables)
.WithHighestSelectionPriority();
.WithHighestSelectionPriority(worldPixel);
if (frozen != null)
return Target.FromFrozenActor(frozen);
return Target.FromCell(world, xy);
return Target.FromCell(world, cell);
}
public virtual IEnumerable<Order> Order(World world, CPos xy, MouseInput mi)
public virtual IEnumerable<Order> Order(World world, CPos cell, int2 worldPixel, MouseInput mi)
{
var target = TargetForInput(world, xy, mi);
var actorsAt = world.ActorMap.GetActorsAt(xy).ToList();
var target = TargetForInput(world, cell, worldPixel, mi);
var actorsAt = world.ActorMap.GetActorsAt(cell).ToList();
var orders = world.Selection.Actors
.Select(a => OrderForUnit(a, target, actorsAt, xy, mi))
.Select(a => OrderForUnit(a, target, actorsAt, cell, mi))
.Where(o => o != null)
.ToList();
@@ -62,18 +62,18 @@ namespace OpenRA.Orders
public virtual IEnumerable<IRenderable> Render(WorldRenderer wr, World world) { yield break; }
public virtual IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr, World world) { yield break; }
public virtual string GetCursor(World world, CPos xy, MouseInput mi)
public virtual string GetCursor(World world, CPos cell, int2 worldPixel, MouseInput mi)
{
var useSelect = false;
var target = TargetForInput(world, xy, mi);
var actorsAt = world.ActorMap.GetActorsAt(xy).ToList();
var target = TargetForInput(world, cell, worldPixel, mi);
var actorsAt = world.ActorMap.GetActorsAt(cell).ToList();
if (target.Type == TargetType.Actor && target.Actor.Info.HasTraitInfo<SelectableInfo>() &&
(mi.Modifiers.HasModifier(Modifiers.Shift) || !world.Selection.Actors.Any()))
useSelect = true;
var ordersWithCursor = world.Selection.Actors
.Select(a => OrderForUnit(a, target, actorsAt, xy, mi))
.Select(a => OrderForUnit(a, target, actorsAt, cell, mi))
.Where(o => o != null && o.Cursor != null);
var cursorOrder = ordersWithCursor.MaxByOrDefault(o => o.Order.OrderPriority);
@@ -84,14 +84,14 @@ namespace OpenRA.Orders
// Used for classic mouse orders, determines whether or not action at xy is move or select
public static bool InputOverridesSelection(World world, int2 xy, MouseInput mi)
{
var actor = world.ScreenMap.ActorsAt(xy).WithHighestSelectionPriority();
var actor = world.ScreenMap.ActorsAt(xy).WithHighestSelectionPriority(xy);
if (actor == null)
return true;
var target = Target.FromActor(actor);
var cell = world.Map.CellContaining(target.CenterPosition);
var actorsAt = world.ActorMap.GetActorsAt(cell).ToList();
var underCursor = world.Selection.Actors.WithHighestSelectionPriority();
var underCursor = world.Selection.Actors.WithHighestSelectionPriority(xy);
var o = OrderForUnit(underCursor, target, actorsAt, cell, mi);
if (o != null && o.Order.OverrideSelection)