76 lines
1.4 KiB
C#
76 lines
1.4 KiB
C#
using System.Drawing;
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using OpenRa.Game.Graphics;
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using System;
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namespace OpenRa.Game
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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;
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Sprite buildBlocked;
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Game game;
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public UiOverlay(SpriteRenderer spriteRenderer, Game game)
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{
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this.spriteRenderer = spriteRenderer;
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this.game = game;
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buildOk = SynthesizeTile(0x80);
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buildBlocked = SynthesizeTile(0xe6);
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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[24 * 24];
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for (int i = 0; i < 24; i++)
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for (int j = 0; j < 24; j++)
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data[i * 24 + j] = ((i + j) % 4 < 2) ? (byte)0 : paletteIndex;
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return SheetBuilder.Add( data, new Size(24,24) );
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}
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public void Draw()
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{
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if (!hasOverlay)
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return;
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var footprint = Rules.Footprint.GetFootprint(name);
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var j = 0;
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foreach (var row in footprint)
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{
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var i = 0;
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foreach (var c in row)
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{
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if (c != '_')
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spriteRenderer.DrawSprite(
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game.IsCellBuildable(position + new int2(i, j))
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? buildOk : buildBlocked,
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24 * (position + new int2(i, j)), 0);
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++i;
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}
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++j;
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}
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spriteRenderer.Flush();
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}
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bool hasOverlay;
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int2 position;
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string name;
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public void KillOverlay()
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{
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hasOverlay = false;
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}
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public void SetCurrentOverlay(int2 cell, string name)
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{
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hasOverlay = true;
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position = cell;
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this.name = name;
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}
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}
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}
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