- Targets are now defined by the activities - Queued activities are shown - Support custom attack colors
108 lines
2.8 KiB
C#
108 lines
2.8 KiB
C#
#region Copyright & License Information
|
|
/*
|
|
* Copyright 2007-2019 The OpenRA Developers (see AUTHORS)
|
|
* This file is part of OpenRA, which is free software. It is made
|
|
* available to you under the terms of the GNU General Public License
|
|
* as published by the Free Software Foundation, either version 3 of
|
|
* the License, or (at your option) any later version. For more
|
|
* information, see COPYING.
|
|
*/
|
|
#endregion
|
|
|
|
using System.Collections.Generic;
|
|
using OpenRA.Activities;
|
|
using OpenRA.Graphics;
|
|
using OpenRA.Primitives;
|
|
using OpenRA.Traits;
|
|
|
|
namespace OpenRA.Mods.Common.Traits
|
|
{
|
|
[Desc("Renders target lines between order waypoints.")]
|
|
public class DrawLineToTargetInfo : ITraitInfo
|
|
{
|
|
[Desc("Delay (in ticks) before the target lines disappear.")]
|
|
public readonly int Delay = 60;
|
|
|
|
[Desc("Width (in pixels) of the target lines.")]
|
|
public readonly int LineWidth = 2;
|
|
|
|
[Desc("Width (in pixels) of the end node markers.")]
|
|
public readonly int MarkerWidth = 3;
|
|
|
|
public virtual object Create(ActorInitializer init) { return new DrawLineToTarget(init.Self, this); }
|
|
}
|
|
|
|
public class DrawLineToTarget : IRenderAboveShroudWhenSelected, INotifySelected
|
|
{
|
|
readonly DrawLineToTargetInfo info;
|
|
int lifetime;
|
|
|
|
public DrawLineToTarget(Actor self, DrawLineToTargetInfo info)
|
|
{
|
|
this.info = info;
|
|
}
|
|
|
|
public void ShowTargetLines(Actor a)
|
|
{
|
|
if (a.IsIdle)
|
|
return;
|
|
|
|
// Reset the order line timeout.
|
|
lifetime = info.Delay;
|
|
}
|
|
|
|
void INotifySelected.Selected(Actor a)
|
|
{
|
|
ShowTargetLines(a);
|
|
}
|
|
|
|
IEnumerable<IRenderable> IRenderAboveShroudWhenSelected.RenderAboveShroud(Actor self, WorldRenderer wr)
|
|
{
|
|
if (self.Owner != self.World.LocalPlayer)
|
|
yield break;
|
|
|
|
// Players want to see the lines when in waypoint mode.
|
|
var force = Game.GetModifierKeys().HasModifier(Modifiers.Shift);
|
|
|
|
if (--lifetime <= 0 && !force)
|
|
yield break;
|
|
|
|
if (!(force || Game.Settings.Game.DrawTargetLine))
|
|
yield break;
|
|
|
|
var prev = self.CenterPosition;
|
|
var a = self.CurrentActivity;
|
|
for (; a != null; a = a.NextActivity)
|
|
{
|
|
if (a.IsCanceling)
|
|
continue;
|
|
|
|
foreach (var n in a.TargetLineNodes(self))
|
|
{
|
|
if (n.Target.Type != TargetType.Invalid)
|
|
{
|
|
yield return new TargetLineRenderable(new[] { prev, n.Target.CenterPosition }, n.Color, info.LineWidth, info.MarkerWidth);
|
|
prev = n.Target.CenterPosition;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool IRenderAboveShroudWhenSelected.SpatiallyPartitionable { get { return false; } }
|
|
}
|
|
|
|
public static class LineTargetExts
|
|
{
|
|
public static void ShowTargetLines(this Actor self)
|
|
{
|
|
if (self.Owner != self.World.LocalPlayer)
|
|
return;
|
|
|
|
// Draw after frame end so that all the queueing of activities are done before drawing.
|
|
var line = self.TraitOrDefault<DrawLineToTarget>();
|
|
if (line != null)
|
|
self.World.AddFrameEndTask(w => line.ShowTargetLines(self));
|
|
}
|
|
}
|
|
}
|