reinstate range circles; IRenderSelection allows arb. plugging in of these things
This commit is contained in:
@@ -37,26 +37,11 @@ namespace OpenRA.Graphics
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{
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Game.Renderer.LineRenderer.DrawLine(start,end,startColor,endColor);
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}
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public int GetPaletteIndex(string name)
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{
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return palette.GetPaletteIndex(name);
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}
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public Palette GetPalette(string name)
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{
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return palette.GetPalette(name);
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}
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public void AddPalette(string name, Palette pal)
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{
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palette.AddPalette(name, pal);
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}
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public void UpdatePalette(string name, Palette pal)
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{
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palette.UpdatePalette(name, pal);
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}
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public int GetPaletteIndex(string name) { return palette.GetPaletteIndex(name); }
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public Palette GetPalette(string name) { return palette.GetPalette(name); }
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public void AddPalette(string name, Palette pal) { palette.AddPalette(name, pal); }
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public void UpdatePalette(string name, Palette pal) { palette.UpdatePalette(name, pal); }
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void DrawSpriteList(IEnumerable<Renderable> images)
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{
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@@ -369,7 +354,7 @@ namespace OpenRA.Graphics
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var prev = location + Game.CellSize * range * float2.FromAngle(0);
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for (var i = 1; i <= 32; i++)
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{
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var pos = location + Game.CellSize * range * float2.FromAngle((float)(Math.PI * i) / 8);
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var pos = location + Game.CellSize * range * float2.FromAngle((float)(Math.PI * i) / 16);
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Game.Renderer.LineRenderer.DrawLine(prev, pos, c, c);
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prev = pos;
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}
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@@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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@@ -81,7 +81,6 @@
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<Compile Include="Orders\GenericSelectTarget.cs" />
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<Compile Include="Server\ProtocolVersion.cs" />
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<Compile Include="Traits\BaseBuilding.cs" />
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<Compile Include="Traits\DetectCloaked.cs" />
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<Compile Include="Traits\LintAttributes.cs" />
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<Compile Include="Traits\Modifiers\FrozenUnderFog.cs" />
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<Compile Include="Traits\Player\PlayerResources.cs" />
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@@ -41,15 +41,8 @@ namespace OpenRA.Orders
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{
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world.WorldRenderer.DrawSelectionBox(a, Color.White, true);
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if (a.Owner == world.LocalPlayer)
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{
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//if (a.traits.Contains<RenderRangeCircle>())
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// world.WorldRenderer.DrawRangeCircle(Color.FromArgb(128, Color.Yellow),
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// a.CenterLocation, (int)a.GetPrimaryWeapon().Range);
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if (a.traits.Contains<DetectCloaked>())
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world.WorldRenderer.DrawRangeCircle(Color.FromArgb(128, Color.LimeGreen),
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a.CenterLocation, a.Info.Traits.Get<DetectCloakedInfo>().Range);
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}
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foreach (var t in a.traits.WithInterface<IRenderSelection>())
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t.Render(a);
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}
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}
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@@ -166,6 +166,8 @@ namespace OpenRA.Traits
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public interface IVictoryConditions { }
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public interface IBlocksBullets { }
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public interface IRenderSelection { void Render(Actor self); }
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public struct Target // a target: either an actor, or a fixed location.
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{
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Actor actor;
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@@ -9,8 +9,9 @@
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#endregion
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using System.Linq;
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using OpenRA.Traits;
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namespace OpenRA.Traits
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namespace OpenRA.Mods.RA
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{
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class DetectCloakedInfo : TraitInfo<DetectCloaked>
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{
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@@ -22,7 +23,8 @@ namespace OpenRA.Traits
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class DetectCloaked : ITick
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{
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[Sync] int ticks;
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[Sync]
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int ticks;
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public void Tick(Actor self)
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{
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@@ -42,7 +44,4 @@ namespace OpenRA.Traits
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}
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}
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}
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class RenderRangeCircleInfo : TraitInfo<RenderRangeCircle> { }
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class RenderRangeCircle { }
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}
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@@ -80,6 +80,7 @@
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<Compile Include="AttackBase.cs" />
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<Compile Include="Combat.cs" />
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<Compile Include="ConstructionYard.cs" />
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<Compile Include="DetectCloaked.cs" />
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<Compile Include="Effects\Bullet.cs" />
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<Compile Include="Effects\Explosion.cs" />
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<Compile Include="Effects\GravityBomb.cs" />
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@@ -91,6 +92,8 @@
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<Compile Include="LimitedAmmo.cs" />
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<Compile Include="Player\ActorGroupProxy.cs" />
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<Compile Include="Aircraft.cs" />
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<Compile Include="RenderDetectionCircle.cs" />
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<Compile Include="RenderRangeCircle.cs" />
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<Compile Include="Render\RenderBuilding.cs" />
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<Compile Include="Render\RenderBuildingTurreted.cs" />
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<Compile Include="Render\RenderUnit.cs" />
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@@ -232,6 +235,9 @@
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<Name>OpenRA.Game</Name>
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</ProjectReference>
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</ItemGroup>
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<ItemGroup>
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<Folder Include="Chrome\" />
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</ItemGroup>
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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@@ -246,8 +252,4 @@ copy "$(TargetPath)" "$(SolutionDir)mods/ra/"
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cd "$(SolutionDir)"
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ralint ra</PostBuildEvent>
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</PropertyGroup>
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<ItemGroup>
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<Folder Include="Widgets\" />
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<Folder Include="Widgets\Delegates\" />
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</ItemGroup>
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</Project>
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26
OpenRA.Mods.RA/RenderDetectionCircle.cs
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26
OpenRA.Mods.RA/RenderDetectionCircle.cs
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@@ -0,0 +1,26 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see LICENSE.
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*/
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#endregion
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using System.Drawing;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class RenderDetectionCircleInfo : TraitInfo<RenderDetectionCircle> { }
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class RenderDetectionCircle : IRenderSelection
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{
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public void Render(Actor self)
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{
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self.World.WorldRenderer.DrawRangeCircle(
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Color.FromArgb(128, Color.LimeGreen),
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self.CenterLocation, self.Info.Traits.Get<DetectCloakedInfo>().Range);
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}
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}
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}
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26
OpenRA.Mods.RA/RenderRangeCircle.cs
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26
OpenRA.Mods.RA/RenderRangeCircle.cs
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@@ -0,0 +1,26 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see LICENSE.
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*/
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#endregion
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using System.Drawing;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class RenderRangeCircleInfo : TraitInfo<RenderRangeCircle> { }
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class RenderRangeCircle : IRenderSelection
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{
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public void Render(Actor self)
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{
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self.World.WorldRenderer.DrawRangeCircle(
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Color.FromArgb(128, Color.Yellow),
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self.CenterLocation, (int)self.GetPrimaryWeapon().Range);
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}
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}
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}
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