Perf fixes for low unit-counts. Added sanity checks - not enabled by default.

This commit is contained in:
Bob
2009-10-28 19:43:04 +13:00
parent 9f237f2530
commit cc1be5b31c
4 changed files with 45 additions and 25 deletions

View File

@@ -1,7 +1,7 @@
using System.Drawing;
using OpenRa.Game.Graphics;
using System;
using OpenRa.Game.GameRules;
using OpenRa.Game.GameRules;
using System.Linq;
namespace OpenRa.Game
@@ -9,8 +9,8 @@ namespace OpenRa.Game
class UiOverlay
{
SpriteRenderer spriteRenderer;
Sprite buildOk, buildBlocked, unitDebug;
Sprite buildOk, buildBlocked, unitDebug;
public static bool ShowUnitDebug = false;
public UiOverlay(SpriteRenderer spriteRenderer)
@@ -18,7 +18,7 @@ namespace OpenRa.Game
this.spriteRenderer = spriteRenderer;
buildOk = SynthesizeTile(0x80);
buildBlocked = SynthesizeTile(0xe6);
buildBlocked = SynthesizeTile(0xe6);
unitDebug = SynthesizeTile(0x7c);
}
@@ -34,22 +34,22 @@ namespace OpenRa.Game
}
public void Draw()
{
if (ShowUnitDebug)
for (var j = 0; j < 128; j++)
for (var i = 0; i < 128; i++)
if (Game.UnitInfluence.GetUnitAt(new int2(i, j)) != null)
{
if (ShowUnitDebug)
for (var j = 0; j < 128; j++)
for (var i = 0; i < 128; i++)
if (Game.UnitInfluence.GetUnitAt(new int2(i, j)) != null)
spriteRenderer.DrawSprite(unitDebug, Game.CellSize * new float2(i, j), 0);
if (!hasOverlay) return;
var bi = (UnitInfo.BuildingInfo)Rules.UnitInfo[name];
var maxDistance = bi.Adjacent + 2; /* real-ra is weird. this is 1 GAP. */
var tooFarFromBase = !Footprint.Tiles(bi, position).Any(
t => Game.GetDistanceToBase(t, Game.LocalPlayer) < maxDistance);
foreach( var t in Footprint.Tiles( bi, position ) )
if (!hasOverlay) return;
var bi = (UnitInfo.BuildingInfo)Rules.UnitInfo[name];
var maxDistance = bi.Adjacent + 2; /* real-ra is weird. this is 1 GAP. */
var tooFarFromBase = !Footprint.Tiles(bi, position).Any(
t => Game.GetDistanceToBase(t, Game.LocalPlayer) < maxDistance);
foreach( var t in Footprint.Tiles( bi, position ) )
spriteRenderer.DrawSprite( !tooFarFromBase && Game.IsCellBuildable( t, bi.WaterBound
? UnitMovementType.Float : UnitMovementType.Wheel )
? buildOk : buildBlocked, Game.CellSize * t, 0 );