115 lines
3.5 KiB
C#
115 lines
3.5 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2018 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Drawing;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits.Render
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{
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public enum RangeCircleVisibility { Always, WhenSelected }
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[Desc("Renders an arbitrary circle when selected or placing a structure")]
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class WithRangeCircleInfo : ITraitInfo, IPlaceBuildingDecorationInfo
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{
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[Desc("Type of range circle. used to decide which circles to draw on other structures during building placement.")]
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public readonly string Type = null;
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[Desc("Color of the circle")]
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public readonly Color Color = Color.FromArgb(128, Color.White);
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[Desc("If set, the color of the owning player will be used instead of `Color`.")]
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public readonly bool UsePlayerColor = false;
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[Desc("Stances of players which will be able to see the circle.",
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"Valid values are combinations of `None`, `Ally`, `Enemy` and `Neutral`.")]
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public readonly Stance ValidStances = Stance.Ally;
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[Desc("When to show the range circle. Valid values are `Always`, and `WhenSelected`")]
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public readonly RangeCircleVisibility Visible = RangeCircleVisibility.WhenSelected;
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[Desc("Range of the circle")]
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public readonly WDist Range = WDist.Zero;
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public IEnumerable<IRenderable> Render(WorldRenderer wr, World w, ActorInfo ai, WPos centerPosition)
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{
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yield return new RangeCircleRenderable(
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centerPosition,
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Range,
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0,
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Color,
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Color.FromArgb(96, Color.Black));
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foreach (var a in w.ActorsWithTrait<WithRangeCircle>())
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if (a.Trait.Info.Type == Type)
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foreach (var r in a.Trait.RenderRangeCircle(a.Actor, wr))
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yield return r;
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}
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public object Create(ActorInitializer init) { return new WithRangeCircle(init.Self, this); }
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}
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class WithRangeCircle : IRenderAboveShroudWhenSelected, IRenderAboveWorld
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{
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public readonly WithRangeCircleInfo Info;
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readonly Actor self;
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public WithRangeCircle(Actor self, WithRangeCircleInfo info)
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{
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this.self = self;
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Info = info;
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}
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bool Visible
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{
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get
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{
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var p = self.World.RenderPlayer;
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return p == null || Info.ValidStances.HasStance(self.Owner.Stances[p]) || (p.Spectating && !p.NonCombatant);
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}
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}
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public IEnumerable<IRenderable> RenderRangeCircle(Actor self, WorldRenderer wr)
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{
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if (Info.Visible == RangeCircleVisibility.WhenSelected && Visible)
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yield return new RangeCircleRenderable(
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self.CenterPosition,
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Info.Range,
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0,
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Info.UsePlayerColor ? self.Owner.Color.RGB : Info.Color,
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Color.FromArgb(96, Color.Black));
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yield break;
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}
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IEnumerable<IRenderable> IRenderAboveShroudWhenSelected.RenderAboveShroud(Actor self, WorldRenderer wr)
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{
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return RenderRangeCircle(self, wr);
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}
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bool IRenderAboveShroudWhenSelected.SpatiallyPartitionable { get { return false; } }
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void IRenderAboveWorld.RenderAboveWorld(Actor self, WorldRenderer wr)
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{
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if (Info.Visible == RangeCircleVisibility.Always && Visible)
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RangeCircleRenderable.DrawRangeCircle(
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wr,
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self.CenterPosition,
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Info.Range,
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1,
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Info.UsePlayerColor ? self.Owner.Color.RGB : Info.Color,
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3,
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Color.FromArgb(96, Color.Black));
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}
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}
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} |