Use SpriteRenderables for selection decorations.
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@@ -54,7 +54,9 @@ namespace OpenRA.Traits
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var pipImages = new Animation("pips");
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pipImages.PlayFetchIndex("groups", () => (int)group);
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pipImages.Tick();
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pipImages.Image.DrawAt(basePosition + new float2(-8, 1), wr.Palette("chrome"));
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var pos = (basePosition + new float2(-8, 1) + 0.5f * pipImages.Image.size).ToInt2();
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pipImages.Render(wr.Position(pos), wr.Palette("chrome")).Do(r => r.Render(wr));
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}
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void DrawPips(WorldRenderer wr, Actor self, float2 basePosition)
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@@ -90,8 +92,10 @@ namespace OpenRA.Traits
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pipxyOffset.Y -= pipSize.Y;
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}
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pipImages.PlayRepeating(pipStrings[(int)pip]);
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pipImages.Image.DrawAt(pipxyBase + pipxyOffset, pal);
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pipxyOffset += new float2(pipSize.X, 0);
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var pos = (pipxyBase + pipxyOffset + 0.5f * pipSize).ToInt2();
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pipImages.Render(wr.Position(pos), pal).Do(r => r.Render(wr));
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}
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// Increment row
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@@ -106,8 +110,7 @@ namespace OpenRA.Traits
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return;
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// If a mod wants to implement a unit with multiple tags, then they are placed on multiple rows
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var tagxyBase = basePosition + new float2(-16, 2); // Correct for the offset in the shp file
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var tagxyOffset = new float2(0, 0); // Correct for offset due to multiple rows
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var tagxyOffset = new float2(-16, 2); // Correct in the shp file and multiple rows
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var pal = wr.Palette("chrome");
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foreach (var tags in self.TraitsImplementing<ITags>())
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{
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@@ -118,7 +121,8 @@ namespace OpenRA.Traits
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var tagImages = new Animation("pips");
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tagImages.PlayRepeating(tagStrings[(int)tag]);
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tagImages.Image.DrawAt(tagxyBase + tagxyOffset, pal);
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var pos = (basePosition + tagxyOffset + 0.5f * tagImages.Image.size).ToInt2();
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tagImages.Render(wr.Position(pos), pal).Do(r => r.Render(wr));
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// Increment row
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tagxyOffset.Y += 8;
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