Extract tile overlays into a shp instead of rolling our own in code; Remove UIOverlay. Fixes #1061.

This commit is contained in:
Paul Chote
2011-07-27 21:17:24 +12:00
parent 08ed7f0316
commit c84f53c10d
10 changed files with 35 additions and 56 deletions

View File

@@ -84,7 +84,7 @@ namespace OpenRA.Mods.RA
this.order = order;
this.power = power;
this.range = (power.Info as ChronoshiftPowerInfo).Range;
tile = UiOverlay.SynthesizeTile(0x04);
tile = SequenceProvider.GetSequence("overlay", "target-select").GetSprite(0);
}
public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)
@@ -142,10 +142,9 @@ namespace OpenRA.Mods.RA
this.sourceLocation = sourceLocation;
this.range = (power.Info as ChronoshiftPowerInfo).Range;
// todo: this burns up more texture space every time someone uses chronoshift.
validTile = UiOverlay.SynthesizeTile(0x0f);
invalidTile = UiOverlay.SynthesizeTile(0x08);
sourceTile = UiOverlay.SynthesizeTile(0x04);
validTile = SequenceProvider.GetSequence("overlay", "target-valid").GetSprite(0);
invalidTile = SequenceProvider.GetSequence("overlay", "target-invalid").GetSprite(0);
sourceTile = SequenceProvider.GetSequence("overlay", "target-select").GetSprite(0);
}
public IEnumerable<Order> Order(World world, int2 xy, MouseInput mi)