Use a TerrainSpriteLayer for buildable terrain.

This commit is contained in:
Paul Chote
2015-07-06 20:35:38 +01:00
parent 1f0f8c953b
commit bf08bbc357

View File

@@ -15,22 +15,30 @@ using OpenRA.Traits;
namespace OpenRA.Mods.D2k.Traits namespace OpenRA.Mods.D2k.Traits
{ {
[Desc("Attach this to the world actor. Required for LaysTerrain to work.")] [Desc("Attach this to the world actor. Required for LaysTerrain to work.")]
public class BuildableTerrainLayerInfo : TraitInfo<BuildableTerrainLayer> { } public class BuildableTerrainLayerInfo : ITraitInfo
public class BuildableTerrainLayer : IRenderOverlay, IWorldLoaded, ITickRender
{ {
Dictionary<CPos, Sprite> tiles; public object Create(ActorInitializer init) { return new BuildableTerrainLayer(init.Self); }
Dictionary<CPos, Sprite> dirty; }
public class BuildableTerrainLayer : IRenderOverlay, IWorldLoaded, ITickRender, INotifyActorDisposing
{
readonly Dictionary<CPos, Sprite> dirty = new Dictionary<CPos, Sprite>();
readonly TileSet tileset;
readonly Map map;
TerrainSpriteLayer render;
Theater theater; Theater theater;
TileSet tileset;
Map map; public BuildableTerrainLayer(Actor self)
{
tileset = self.World.TileSet;
map = self.World.Map;
}
public void WorldLoaded(World w, WorldRenderer wr) public void WorldLoaded(World w, WorldRenderer wr)
{ {
theater = wr.Theater; theater = wr.Theater;
tileset = w.TileSet; render = new TerrainSpriteLayer(w, wr, theater.Sheet, BlendMode.Alpha, wr.Palette("terrain"), wr.World.Type != WorldType.Editor);
map = w.Map;
tiles = new Dictionary<CPos, Sprite>();
dirty = new Dictionary<CPos, Sprite>();
} }
public void AddTile(CPos cell, TerrainTile tile) public void AddTile(CPos cell, TerrainTile tile)
@@ -49,7 +57,7 @@ namespace OpenRA.Mods.D2k.Traits
{ {
if (!self.World.FogObscures(kv.Key)) if (!self.World.FogObscures(kv.Key))
{ {
tiles[kv.Key] = kv.Value; render.Update(kv.Key, kv.Value);
remove.Add(kv.Key); remove.Add(kv.Key);
} }
} }
@@ -60,19 +68,17 @@ namespace OpenRA.Mods.D2k.Traits
public void Render(WorldRenderer wr) public void Render(WorldRenderer wr)
{ {
var pal = wr.Palette("terrain"); render.Draw(wr.Viewport);
foreach (var kv in tiles)
{
if (!wr.Viewport.VisibleCellsInsideBounds.Contains(kv.Key))
continue;
if (wr.World.ShroudObscures(kv.Key))
continue;
new SpriteRenderable(kv.Value, wr.World.Map.CenterOfCell(kv.Key),
WVec.Zero, -511, pal, 1f, true).Render(wr);
} }
bool disposed;
public void Disposing(Actor self)
{
if (disposed)
return;
render.Dispose();
disposed = true;
} }
} }
} }