Remove health bar rendering duplication.
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@@ -41,7 +41,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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public int[] SelectionBoxBounds { get { return VisualBounds; } }
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}
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public class SelectionDecorations : IRenderAboveShroudWhenSelected, ITick
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public class SelectionDecorations : IRenderAboveShroud, ITick
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{
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// depends on the order of pips in TraitsInterfaces.cs!
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static readonly string[] PipStrings = { "pip-empty", "pip-green", "pip-yellow", "pip-red", "pip-gray", "pip-blue", "pip-ammo", "pip-ammoempty" };
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@@ -73,18 +73,36 @@ namespace OpenRA.Mods.Common.Traits.Render
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}
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}
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IEnumerable<IRenderable> IRenderAboveShroudWhenSelected.RenderAboveShroud(Actor self, WorldRenderer wr)
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IEnumerable<IRenderable> IRenderAboveShroud.RenderAboveShroud(Actor self, WorldRenderer wr)
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{
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if (self.World.FogObscures(self))
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yield break;
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if (Info.RenderSelectionBox)
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var selected = self.World.Selection.Contains(self);
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var regularWorld = self.World.Type == WorldType.Regular;
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var statusBars = Game.Settings.Game.StatusBars;
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// Health bars are shown when:
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// * actor is selected
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// * status bar preference is set to "always show"
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// * status bar preference is set to "when damaged" and actor is damaged
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var displayHealth = selected || (regularWorld && statusBars == StatusBarsType.AlwaysShow)
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|| (regularWorld && statusBars == StatusBarsType.DamageShow && self.GetDamageState() != DamageState.Undamaged);
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// Extra bars are shown when:
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// * actor is selected
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// * status bar preference is set to "always show"
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// * status bar preference is set to "when damaged"
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var displayExtra = selected || (regularWorld && statusBars != StatusBarsType.Standard);
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if (Info.RenderSelectionBox && selected)
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yield return new SelectionBoxRenderable(self, Info.SelectionBoxColor);
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if (Info.RenderSelectionBars)
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yield return new SelectionBarsRenderable(self, true, true);
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if (Info.RenderSelectionBars && (displayHealth || displayExtra))
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yield return new SelectionBarsRenderable(self, displayHealth, displayExtra);
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if (!self.Owner.IsAlliedWith(wr.World.RenderPlayer))
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// Target lines and pips are always only displayed for selected allied actors
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if (!selected || !self.Owner.IsAlliedWith(wr.World.RenderPlayer))
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yield break;
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if (self.World.LocalPlayer != null && self.World.LocalPlayer.PlayerActor.Trait<DeveloperMode>().PathDebug)
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