reduce coverage of UiOverlay sprites so you can see the building you're placing
This commit is contained in:
@@ -33,7 +33,7 @@ namespace OpenRA
|
|||||||
|
|
||||||
for (int i = 0; i < Game.CellSize; i++)
|
for (int i = 0; i < Game.CellSize; i++)
|
||||||
for (int j = 0; j < Game.CellSize; j++)
|
for (int j = 0; j < Game.CellSize; j++)
|
||||||
data[i * Game.CellSize + j] = ((i + j) % 4 < 2) ? (byte)0 : paletteIndex;
|
data[i * Game.CellSize + j] = ((i+j) % 4 != 0) ? (byte)0 : paletteIndex;
|
||||||
|
|
||||||
return Game.modData.SheetBuilder.Add(data, new Size(Game.CellSize, Game.CellSize));
|
return Game.modData.SheetBuilder.Add(data, new Size(Game.CellSize, Game.CellSize));
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -72,8 +72,6 @@ namespace OpenRA.Mods.RA.Orders
|
|||||||
var position = Game.viewport.ViewToWorld(Viewport.LastMousePos).ToInt2();
|
var position = Game.viewport.ViewToWorld(Viewport.LastMousePos).ToInt2();
|
||||||
var topLeft = position - FootprintUtils.AdjustForBuildingSize( BuildingInfo );
|
var topLeft = position - FootprintUtils.AdjustForBuildingSize( BuildingInfo );
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
var cells = new Dictionary<int2, bool>();
|
var cells = new Dictionary<int2, bool>();
|
||||||
// Linebuild for walls.
|
// Linebuild for walls.
|
||||||
// Assumes a 1x1 footprint; weird things will happen for other footprints
|
// Assumes a 1x1 footprint; weird things will happen for other footprints
|
||||||
|
|||||||
Reference in New Issue
Block a user