Beispiel #1
0
        public void RenderAfterWorld(WorldRenderer wr)
        {
            var force = Game.GetModifierKeys().HasModifier(Modifiers.Alt);

            if ((lifetime <= 0 || --lifetime <= 0) && !force)
            {
                return;
            }

            if (targets == null || targets.Count == 0)
            {
                return;
            }

            var from = wr.ScreenPxPosition(self.CenterPosition);

            foreach (var target in targets)
            {
                if (target.Type == TargetType.Invalid)
                {
                    continue;
                }

                var to = wr.ScreenPxPosition(target.CenterPosition);
                Game.Renderer.WorldLineRenderer.DrawLine(from, to, c, c);
                wr.DrawTargetMarker(c, from);
                wr.DrawTargetMarker(c, to);
            }
        }
Beispiel #2
0
        public void RenderAfterWorld(WorldRenderer wr, Actor self)
        {
            if (devMode == null || !devMode.ShowMuzzles)
            {
                return;
            }

            if (health.Value != null)
            {
                wr.DrawRangeCircle(Color.Red, wr.ScreenPxPosition(self.CenterPosition), health.Value.Info.Radius / Game.CellSize);
            }

            var wlr = Game.Renderer.WorldLineRenderer;
            var c   = Color.White;

            foreach (var a in armaments.Value)
            {
                foreach (var b in a.Barrels)
                {
                    var muzzle    = self.CenterPosition + a.MuzzleOffset(self, b);
                    var dirOffset = new WVec(0, -224, 0).Rotate(a.MuzzleOrientation(self, b));

                    var sm = wr.ScreenPosition(muzzle);
                    var sd = wr.ScreenPosition(muzzle + dirOffset);
                    wlr.DrawLine(sm, sd, c, c);
                    wr.DrawTargetMarker(c, sm);
                }
            }
        }
        public void RenderAfterWorld(WorldRenderer wr, Actor self)
        {
            if (devMode == null || !devMode.ShowCombatGeometry)
            {
                return;
            }

            if (health.Value != null)
            {
                wr.DrawRangeCircle(self.CenterPosition, health.Value.Info.Radius, Color.Red);
            }

            // No armaments to draw
            if (attack.Value == null)
            {
                return;
            }

            var wlr = Game.Renderer.WorldLineRenderer;
            var c   = Color.White;

            // Fire ports on garrisonable structures
            var garrison = attack.Value as AttackGarrisoned;

            if (garrison != null)
            {
                var bodyOrientation = coords.Value.QuantizeOrientation(self, self.Orientation);
                foreach (var p in garrison.Ports)
                {
                    var pos = self.CenterPosition + coords.Value.LocalToWorld(p.Offset.Rotate(bodyOrientation));
                    var da  = coords.Value.LocalToWorld(new WVec(224, 0, 0).Rotate(WRot.FromYaw(p.Yaw + p.Cone)).Rotate(bodyOrientation));
                    var db  = coords.Value.LocalToWorld(new WVec(224, 0, 0).Rotate(WRot.FromYaw(p.Yaw - p.Cone)).Rotate(bodyOrientation));

                    var o = wr.ScreenPosition(pos);
                    var a = wr.ScreenPosition(pos + da * 224 / da.Length);
                    var b = wr.ScreenPosition(pos + db * 224 / db.Length);
                    wlr.DrawLine(o, a, c, c);
                    wlr.DrawLine(o, b, c, c);
                }

                return;
            }

            foreach (var a in attack.Value.Armaments)
            {
                foreach (var b in a.Barrels)
                {
                    var muzzle    = self.CenterPosition + a.MuzzleOffset(self, b);
                    var dirOffset = new WVec(0, -224, 0).Rotate(a.MuzzleOrientation(self, b));

                    var sm = wr.ScreenPosition(muzzle);
                    var sd = wr.ScreenPosition(muzzle + dirOffset);
                    wlr.DrawLine(sm, sd, c, c);
                    wr.DrawTargetMarker(c, sm);
                }
            }
        }
Beispiel #4
0
        void DrawUnitPath(WorldRenderer wr)
        {
            if (self.World.LocalPlayer == null || !self.World.LocalPlayer.PlayerActor.Trait <DeveloperMode>().PathDebug)
            {
                return;
            }

            var activity = self.GetCurrentActivity();

            if (activity != null)
            {
                var targets = activity.GetTargets(self);
                var start   = wr.ScreenPxPosition(self.CenterPosition);

                var c = Color.Green;
                foreach (var stp in targets.Where(t => t.Type != TargetType.Invalid).Select(pos => wr.ScreenPxPosition(pos.CenterPosition)))
                {
                    Game.Renderer.WorldLineRenderer.DrawLine(start, stp, c, c);
                    wr.DrawTargetMarker(c, stp);
                    start = stp;
                }
            }
        }