On powerdown or removal from the game, any previously explored terrain will become visible once again.
64 lines
1.7 KiB
C#
64 lines
1.7 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 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 COPYING.
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*/
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#endregion
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using System.Linq;
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namespace OpenRA.Traits
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{
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public class CreatesShroudInfo : ITraitInfo
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{
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public readonly int Range = 0;
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public object Create(ActorInitializer init) { return new CreatesShroud(this); }
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}
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public class CreatesShroud : ITick
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{
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CreatesShroudInfo Info;
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CPos previousLocation;
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Shroud.ActorVisibility v;
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public CreatesShroud(CreatesShroudInfo info)
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{
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Info = info;
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}
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public void Tick(Actor self)
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{
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// todo: don't tick all the time.
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if(self.Owner == null) return;
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if (previousLocation != self.Location && v != null) {
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previousLocation = self.Location;
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var shrouds = self.World.ActorsWithTrait<Traits.Shroud>().Select(s => s.Actor.Owner.Shroud);
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foreach (var shroud in shrouds) {
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shroud.UnhideActor(self, v, Info.Range);
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}
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}
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if (!self.TraitsImplementing<IDisable>().Any(d => d.Disabled)) {
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var shrouds = self.World.ActorsWithTrait<Traits.Shroud>().Select(s => s.Actor.Owner.Shroud);
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foreach (var shroud in shrouds) {
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shroud.HideActor(self, Info.Range);
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}
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}
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else {
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var shrouds = self.World.ActorsWithTrait<Traits.Shroud>().Select(s => s.Actor.Owner.Shroud);
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foreach (var shroud in shrouds) {
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shroud.UnhideActor(self, v, Info.Range);
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}
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}
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v = new Shroud.ActorVisibility {
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vis = Shroud.GetVisOrigins(self).ToArray()
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};
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}
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}
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} |