60 lines
1.8 KiB
C#
60 lines
1.8 KiB
C#
using System.Drawing;
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using System.Linq;
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using OpenRa.GameRules;
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using OpenRa.Graphics;
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using OpenRa.Traits;
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namespace OpenRa
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{
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class UiOverlay
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{
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SpriteRenderer spriteRenderer;
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Sprite buildOk, buildBlocked, unitDebug;
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public static bool ShowUnitDebug = false;
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public UiOverlay(SpriteRenderer spriteRenderer)
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{
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this.spriteRenderer = spriteRenderer;
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buildOk = SynthesizeTile(0x80);
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buildBlocked = SynthesizeTile(0xe6);
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unitDebug = SynthesizeTile(0x7c);
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}
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static Sprite SynthesizeTile(byte paletteIndex)
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{
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byte[] data = new byte[Game.CellSize * Game.CellSize];
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for (int i = 0; i < Game.CellSize; i++)
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for (int j = 0; j < Game.CellSize; j++)
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data[i * Game.CellSize + j] = ((i + j) % 4 < 2) ? (byte)0 : paletteIndex;
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return SheetBuilder.Add( data, new Size(Game.CellSize,Game.CellSize) );
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}
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public void Draw( World world )
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{
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if (ShowUnitDebug)
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for (var j = 0; j < 128; j++)
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for (var i = 0; i < 128; i++)
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if (world.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt(new int2(i, j)).Any())
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spriteRenderer.DrawSprite(unitDebug, Game.CellSize * new float2(i, j), 0);
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}
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public void DrawBuildingGrid( World world, string name, BuildingInfo bi )
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{
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var position = Game.controller.MousePosition.ToInt2();
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var topLeft = position - Footprint.AdjustForBuildingSize( bi );
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var isCloseEnough = world.IsCloseEnoughToBase(world.LocalPlayer, name, bi, topLeft);
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foreach( var t in Footprint.Tiles( name, bi, topLeft ) )
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spriteRenderer.DrawSprite( ( isCloseEnough && world.IsCellBuildable( t, bi.WaterBound
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? UnitMovementType.Float : UnitMovementType.Wheel ) && !world.Map.ContainsResource( t ) )
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? buildOk : buildBlocked, Game.CellSize * t, 0 );
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spriteRenderer.Flush();
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}
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}
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}
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