Merge pull request #7734 from RoosterDragon/frozen-lazy-render
Lazily generate frozen actor renderables.
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@@ -24,7 +24,7 @@ namespace OpenRA.Mods.Common.Traits
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public object Create(ActorInitializer init) { return new FrozenUnderFog(init, this); }
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}
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public class FrozenUnderFog : IRenderModifier, IVisibilityModifier, ITick, ITickRender, ISync
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public class FrozenUnderFog : IRenderModifier, IVisibilityModifier, ITick, ISync
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{
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[Sync] public int VisibilityHash;
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@@ -104,20 +104,9 @@ namespace OpenRA.Mods.Common.Traits
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initialized = true;
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}
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public void TickRender(WorldRenderer wr, Actor self)
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{
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if (self.Destroyed || !initialized || !visible.Values.Any(v => v))
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return;
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var renderables = self.Render(wr).ToArray();
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foreach (var player in self.World.Players)
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if (visible[player])
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frozen[player].Renderables = renderables;
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}
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public IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)
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{
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return IsVisible(self, self.World.RenderPlayer) ? r : SpriteRenderable.None;
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return IsVisible(self, self.World.RenderPlayer) || (initialized && frozen[self.World.RenderPlayer].IsRendering) ? r : SpriteRenderable.None;
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}
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}
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}
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