Merge pull request #7734 from RoosterDragon/frozen-lazy-render

Lazily generate frozen actor renderables.
This commit is contained in:
Pavel Penev
2015-04-03 04:16:19 -07:00
2 changed files with 28 additions and 20 deletions

View File

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