brought back the MoveFlash

closes #2592
This commit is contained in:
Matthias Mailänder
2013-10-24 21:37:43 +02:00
parent 55b848f071
commit b1c3ac20bf
16 changed files with 104 additions and 11 deletions

2
OpenRA.Mods.RA/Orders/PlaceBuildingOrderGenerator.cs Executable file → Normal file
View File

@@ -71,7 +71,7 @@ namespace OpenRA.Mods.RA.Orders
public IEnumerable<IRenderable> Render(WorldRenderer wr, World world) { yield break; }
public void RenderAfterWorld(WorldRenderer wr, World world)
{
var position = wr.Viewport.ViewToWorld(Viewport.LastMousePos);
var position = wr.Viewport.ViewToWorldCellPosition(Viewport.LastMousePos);
var topLeft = position - FootprintUtils.AdjustForBuildingSize(BuildingInfo);
var actorInfo = Rules.Info[Building];

6
OpenRA.Mods.RA/SupportPowers/ChronoshiftPower.cs Executable file → Normal file
View File

@@ -138,7 +138,7 @@ namespace OpenRA.Mods.RA
public void RenderAfterWorld(WorldRenderer wr, World world)
{
var xy = wr.Viewport.ViewToWorld(Viewport.LastMousePos);
var xy = wr.Viewport.ViewToWorldCellPosition(Viewport.LastMousePos);
var targetUnits = power.UnitsInRange(xy);
foreach (var unit in targetUnits)
if (manager.self.Owner.Shroud.IsTargetable(unit) || manager.self.Owner.HasFogVisibility())
@@ -147,7 +147,7 @@ namespace OpenRA.Mods.RA
public IEnumerable<IRenderable> Render(WorldRenderer wr, World world)
{
var xy = wr.Viewport.ViewToWorld(Viewport.LastMousePos);
var xy = wr.Viewport.ViewToWorldCellPosition(Viewport.LastMousePos);
var tiles = world.FindTilesInCircle(xy, range);
var pal = wr.Palette("terrain");
foreach (var t in tiles)
@@ -226,7 +226,7 @@ namespace OpenRA.Mods.RA
public IEnumerable<IRenderable> Render(WorldRenderer wr, World world)
{
var xy = wr.Viewport.ViewToWorld(Viewport.LastMousePos);
var xy = wr.Viewport.ViewToWorldCellPosition(Viewport.LastMousePos);
var pal = wr.Palette("terrain");
// Source tiles

4
OpenRA.Mods.RA/SupportPowers/IronCurtainPower.cs Executable file → Normal file
View File

@@ -90,14 +90,14 @@ namespace OpenRA.Mods.RA
public void RenderAfterWorld(WorldRenderer wr, World world)
{
var xy = wr.Viewport.ViewToWorld(Viewport.LastMousePos);
var xy = wr.Viewport.ViewToWorldCellPosition(Viewport.LastMousePos);
foreach (var unit in power.UnitsInRange(xy))
wr.DrawSelectionBox(unit, Color.Red);
}
public IEnumerable<IRenderable> Render(WorldRenderer wr, World world)
{
var xy = wr.Viewport.ViewToWorld(Viewport.LastMousePos);
var xy = wr.Viewport.ViewToWorldCellPosition(Viewport.LastMousePos);
var pal = wr.Palette("terrain");
foreach (var t in world.FindTilesInCircle(xy, range))
yield return new SpriteRenderable(tile, t.CenterPosition, WVec.Zero, -511, pal, 1f, true);