Beispiel #1
0
        void IRenderAboveWorld.RenderAboveWorld(Actor self, WorldRenderer wr)
        {
            foreach (var i in impacts)
            {
                var alpha     = 255.0f * i.Time / info.DisplayDuration;
                var rangeStep = alpha / i.Range.Length;

                RangeCircleRenderable.DrawRangeCircle(wr, i.CenterPosition, i.OuterRange,
                                                      1, Color.FromArgb((int)alpha, i.Color), 0, i.Color);

                foreach (var r in i.Range)
                {
                    var tl = wr.Screen3DPosition(i.CenterPosition - new WVec(r.Length, r.Length, 0));
                    var br = wr.Screen3DPosition(i.CenterPosition + new WVec(r.Length, r.Length, 0));

                    Game.Renderer.WorldRgbaColorRenderer.FillEllipse(tl, br, Color.FromArgb((int)alpha, i.Color));

                    alpha -= rangeStep;
                }

                if (!wr.World.Paused)
                {
                    i.Time--;
                }
            }

            impacts.RemoveAll(i => i.Time == 0);
        }
Beispiel #2
0
        public void DrawCombatOverlay(WorldRenderer wr, RgbaColorRenderer wcr, Actor actor)
        {
            var actorPos = actor.CenterPosition;

            var a  = actorPos + new WVec(PointA.X, PointA.Y, VerticalTopOffset).Rotate(actor.Orientation);
            var b  = actorPos + new WVec(PointB.X, PointB.Y, VerticalTopOffset).Rotate(actor.Orientation);
            var aa = actorPos + new WVec(PointA.X, PointA.Y, VerticalBottomOffset).Rotate(actor.Orientation);
            var bb = actorPos + new WVec(PointB.X, PointB.Y, VerticalBottomOffset).Rotate(actor.Orientation);

            var offset1 = new WVec(a.Y - b.Y, b.X - a.X, 0);

            offset1 = offset1 * Radius.Length / offset1.Length;
            var offset2 = new WVec(aa.Y - bb.Y, bb.X - aa.X, 0);

            offset2 = offset2 * Radius.Length / offset2.Length;

            var c = Color.Yellow;

            RangeCircleRenderable.DrawRangeCircle(wr, a, Radius, 1, c, 0, c);
            RangeCircleRenderable.DrawRangeCircle(wr, b, Radius, 1, c, 0, c);
            wcr.DrawLine(new[] { wr.ScreenPosition(a - offset1), wr.ScreenPosition(b - offset1) }, 1, c);
            wcr.DrawLine(new[] { wr.ScreenPosition(a + offset1), wr.ScreenPosition(b + offset1) }, 1, c);

            RangeCircleRenderable.DrawRangeCircle(wr, aa, Radius, 1, c, 0, c);
            RangeCircleRenderable.DrawRangeCircle(wr, bb, Radius, 1, c, 0, c);
            wcr.DrawLine(new[] { wr.ScreenPosition(aa - offset2), wr.ScreenPosition(bb - offset2) }, 1, c);
            wcr.DrawLine(new[] { wr.ScreenPosition(aa + offset2), wr.ScreenPosition(bb + offset2) }, 1, c);
        }
        public void DrawCombatOverlay(WorldRenderer wr, RgbaColorRenderer wcr, Actor actor)
        {
            var actorPos = actor.CenterPosition;

            RangeCircleRenderable.DrawRangeCircle(
                wr, actorPos + new WVec(0, 0, VerticalTopOffset), Radius, 1, Color.Yellow, 0, Color.Yellow);
            RangeCircleRenderable.DrawRangeCircle(
                wr, actorPos + new WVec(0, 0, VerticalBottomOffset), Radius, 1, Color.Yellow, 0, Color.Yellow);
        }
Beispiel #4
0
        public void DrawCombatOverlay(WorldRenderer wr, RgbaColorRenderer wcr, Actor actor)
        {
            var actorPos    = actor.CenterPosition;
            var orientation = actor.Orientation + WRot.FromYaw(LocalYaw);

            var vertsTop    = combatOverlayVertsTop.Select(v => wr.Screen3DPosition(actorPos + v.Rotate(orientation)));
            var vertsBottom = combatOverlayVertsBottom.Select(v => wr.Screen3DPosition(actorPos + v.Rotate(orientation)));

            wcr.DrawPolygon(vertsTop.ToArray(), 1, Color.Yellow);
            wcr.DrawPolygon(vertsBottom.ToArray(), 1, Color.Yellow);

            RangeCircleRenderable.DrawRangeCircle(wr, actorPos, OuterRadius, 1, Color.LimeGreen, 0, Color.LimeGreen);
        }
 void IRenderAboveWorld.RenderAboveWorld(Actor self, WorldRenderer wr)
 {
     if (Info.Visible == RangeCircleVisibility.Always && Visible)
     {
         RangeCircleRenderable.DrawRangeCircle(
             wr,
             self.CenterPosition,
             Info.Range,
             1,
             Info.UsePlayerColor ? self.Owner.Color.RGB : Info.Color,
             3,
             Color.FromArgb(96, Color.Black));
     }
 }
Beispiel #6
0
        public IEnumerable <IRenderable> Render(WorldRenderer wr, World w, ActorInfo ai, WPos centerPosition)
        {
            var localRange = new RangeCircleRenderable(
                centerPosition,
                ai.TraitInfo <CreatesShroudInfo>().Range,
                0,
                Color.FromArgb(128, Color.Cyan),
                Color.FromArgb(96, Color.Black));

            var otherRanges = w.ActorsWithTrait <RenderShroudCircle>()
                              .SelectMany(a => a.Trait.RangeCircleRenderables(a.Actor, wr));

            return(otherRanges.Append(localRange));
        }
Beispiel #7
0
        public void DrawCombatOverlay(WorldRenderer wr, RgbaColorRenderer wcr, Actor actor)
        {
            var a = actor.CenterPosition + new WVec(PointA.X, PointA.Y, 0).Rotate(actor.Orientation);
            var b = actor.CenterPosition + new WVec(PointB.X, PointB.Y, 0).Rotate(actor.Orientation);

            var offset = new WVec(a.Y - b.Y, b.X - a.X, 0);

            offset = offset * Radius.Length / offset.Length;

            var c = Color.Yellow;

            RangeCircleRenderable.DrawRangeCircle(wr, a, Radius, 1, c, 0, c);
            RangeCircleRenderable.DrawRangeCircle(wr, b, Radius, 1, c, 0, c);
            wcr.DrawLine(new[] { wr.ScreenPosition(a - offset), wr.ScreenPosition(b - offset) }, 1, c);
            wcr.DrawLine(new[] { wr.ScreenPosition(a + offset), wr.ScreenPosition(b + offset) }, 1, c);
        }
Beispiel #8
0
        public IEnumerable <IRenderable> Render(WorldRenderer wr, World w, ActorInfo ai, WPos centerPosition)
        {
            if (range == null || range.Value == WDist.Zero)
            {
                return(SpriteRenderable.None);
            }

            var localRange = new RangeCircleRenderable(
                centerPosition,
                range.Value,
                0,
                Color,
                BorderColor);

            var otherRanges = w.ActorsWithTrait <RenderRangeCircle>()
                              .Where(a => a.Trait.Info.RangeCircleType == RangeCircleType)
                              .SelectMany(a => a.Trait.RangeCircleRenderables(wr));

            return(otherRanges.Append(localRange));
        }
Beispiel #9
0
        public IEnumerable <IRenderable> Render(WorldRenderer wr, World w, ActorInfo ai, WPos centerPosition)
        {
            var localRange = ai.TraitInfos <CreatesShroudInfo>()
                             .Where(csi => csi.EnabledByDefault)
                             .Select(csi => csi.Range)
                             .DefaultIfEmpty(WDist.Zero)
                             .Max();

            var localRangeRenderable = new RangeCircleRenderable(
                centerPosition,
                localRange,
                0,
                Color,
                ContrastColor);

            var otherRangeRenderables = w.ActorsWithTrait <RenderShroudCircle>()
                                        .SelectMany(a => a.Trait.RangeCircleRenderables(a.Actor, wr));

            return(otherRangeRenderables.Append(localRangeRenderable));
        }
Beispiel #10
0
 public void DrawCombatOverlay(WorldRenderer wr, RgbaColorRenderer wcr, Actor actor)
 {
     RangeCircleRenderable.DrawRangeCircle(wr, actor.CenterPosition, Radius, 1, Color.Yellow, 0, Color.Yellow);
 }