// Use this for initialization void Start() { gameStore = FindObjectOfType <Store>(); outline = GetComponent <OutlineComponent>(); outline.Enable(); outline.setParticles(false); dragging = true; pointer = GetComponentInChildren <ArrowPointer>(); placement = GetComponent <Placeable>(); selectable = GetComponent <Selectable>(); }
public static void DrawOutlines(StateSpaceComponents spaceComponents, Camera camera, SpriteBatch spriteBatch, Texture2D rectangleTexture, DungeonTile[,] dungeonGrid) { Matrix cameraMatrix = camera.GetMatrix(); Entity player = spaceComponents.Entities.Where(c => (c.ComponentFlags & ComponentMasks.Player) == ComponentMasks.Player).FirstOrDefault(); bool inWater = false; if (player != null) { Vector2 playerPos = spaceComponents.PositionComponents[spaceComponents.Entities.Where(c => (c.ComponentFlags & ComponentMasks.Player) == ComponentMasks.Player).First().Id].Position; inWater = dungeonGrid[(int)playerPos.X, (int)playerPos.Y].Type == TileType.TILE_WATER; } foreach (Guid id in spaceComponents.Entities.Where(x => (x.ComponentFlags & ComponentMasks.DrawableOutline) == ComponentMasks.DrawableOutline).Select(x => x.Id)) { Entity observer = spaceComponents.Entities.Where(x => (x.ComponentFlags & ComponentMasks.Observer) == ComponentMasks.Observer).FirstOrDefault(); bool isObserver = false; if (observer != null) { isObserver = observer.Id == id; } OutlineComponent outline = spaceComponents.OutlineComponents[id]; PositionComponent position = spaceComponents.PositionComponents[id]; bool outlineInWater = dungeonGrid[(int)position.Position.X, (int)position.Position.Y].Type == TileType.TILE_WATER; Vector2 tile = new Vector2((int)position.Position.X * DevConstants.Grid.CellSize, (int)position.Position.Y * DevConstants.Grid.CellSize); Vector2 bottomRight = Vector2.Transform(new Vector2((tile.X + DevConstants.Grid.CellSize), (tile.Y + DevConstants.Grid.CellSize)), cameraMatrix); Vector2 topLeft = Vector2.Transform(tile, cameraMatrix); Rectangle cameraBounds = new Rectangle((int)topLeft.X, (int)topLeft.Y, (int)bottomRight.X - (int)topLeft.X, (int)bottomRight.Y - (int)topLeft.Y); if (dungeonGrid[(int)position.Position.X, (int)position.Position.Y].InRange && camera.IsInView(cameraMatrix, cameraBounds) && (inWater == outlineInWater || isObserver)) { if (spaceComponents.SecondaryOutlineComponents.ContainsKey(id)) { SecondaryOutlineComponent altColorInfo = spaceComponents.SecondaryOutlineComponents[id]; spriteBatch.Draw(rectangleTexture, position: tile, color: Color.Lerp(outline.Color, altColorInfo.AlternateColor, altColorInfo.Seconds / altColorInfo.SwitchAtSeconds) * outline.Opacity, origin: new Vector2(DevConstants.Grid.TileBorderSize, DevConstants.Grid.TileBorderSize)); } else { //origin is 4,4 because the tile texture is 40x40 and the grid is 32x32. If size of grid changes, change this -- and then don't hardcode it anymore!!! spriteBatch.Draw(rectangleTexture, position: tile, color: outline.Color * outline.Opacity, origin: new Vector2(DevConstants.Grid.TileBorderSize, DevConstants.Grid.TileBorderSize)); } } } }
public static void UpdateOutlineColors(StateSpaceComponents spaceComponents, GameTime gameTime) { foreach (Guid id in spaceComponents.Entities.Where(x => (x.ComponentFlags & ComponentMasks.GlowingOutline) == ComponentMasks.GlowingOutline).Select(x => x.Id)) { SecondaryOutlineComponent altColorInfo = spaceComponents.SecondaryOutlineComponents[id]; altColorInfo.Seconds += (float)gameTime.ElapsedGameTime.TotalSeconds; if (altColorInfo.Seconds >= altColorInfo.SwitchAtSeconds) { OutlineComponent outline = spaceComponents.OutlineComponents[id]; Color temp = outline.Color; outline.Color = altColorInfo.AlternateColor; altColorInfo.AlternateColor = temp; altColorInfo.Seconds = 0f; spaceComponents.OutlineComponents[id] = outline; } spaceComponents.SecondaryOutlineComponents[id] = altColorInfo; } }