public override void Draw()
        {
            base.Draw();
            GenDraw.FillableBarRequest r = default(GenDraw.FillableBarRequest);
            r.center      = this.DrawPos + Vector3.up * 0.1f;
            r.size        = Building_SmallPowerPlantSolar.BarSize;
            r.fillPercent = this.powerComp.powerOutput / 900f;
            r.filledMat   = Building_SmallPowerPlantSolar.BarFilledMat;
            r.unfilledMat = Building_SmallPowerPlantSolar.BarUnfilledMat;
            r.margin      = 0.15f;
            IntRot rotation = this.Rotation;

            rotation.Rotate(RotationDirection.Clockwise);
            r.rotation = rotation;
            GenDraw.DrawFillableBar(r);
        }
Exemple #2
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    public override void Draw()
    {
        //Note: It's a bit odd that I'm changing game variables in Draw
        //      but this is the easiest way to make this always look right even if
        //      conditions change while the game is paused.
        rotation = DoorRotationAt(Position);

        //Draw the two moving doors
        float pctOpen    = (float)visualTicksOpen / (float)VisualOpenTicksMax;
        float doorOffset = VisualDoorOffsetStart + (VisualDoorOffsetEnd - VisualDoorOffsetStart) * pctOpen;

        for (int i = 0; i < 2; i++)
        {
            Vector3 doorPos = DrawPos;
            doorPos.y = Altitudes.AltitudeFor(AltitudeLayer.DoorMoveable);

            Vector3 offsetNormal = new Vector3();
            if (i == 0)
            {
                offsetNormal = new Vector3(0, 0, 1);
            }
            else
            {
                offsetNormal = new Vector3(0, 0, -1);
            }

            IntRot openDir = rotation;
            openDir.Rotate(RotationDirection.Clockwise);

            offsetNormal = openDir.AsQuat * offsetNormal;

            doorPos += offsetNormal * doorOffset;

            Vector3   Scaler = new Vector3(0.5f, 0.5f, 0.5f);
            Matrix4x4 Matrix = new Matrix4x4();
            Matrix.SetTRS(doorPos, openDir.AsQuat, Scaler);
            Graphics.DrawMesh(MeshPool.plane10, Matrix, def.drawMat, 0);
        }

        Comps_Draw();
    }
        public override void Draw()
        {
            base.Draw();
            CompPowerBattery comp = base.GetComp <CompPowerBattery>();

            GenDraw.FillableBarRequest r = default(GenDraw.FillableBarRequest);
            r.center      = this.DrawPos + Vector3.up * 0.1f;
            r.size        = Building_BatteryMk2.BarSize;
            r.fillPercent = comp.StoredEnergy / comp.props.storedEnergyMax;
            r.filledMat   = Building_BatteryMk2.BarFilledMat;
            r.unfilledMat = Building_BatteryMk2.BarUnfilledMat;
            r.margin      = 0.15f;
            IntRot rotation = base.Rotation;

            rotation.Rotate(RotationDirection.Clockwise);
            r.rotation = rotation;
            GenDraw.DrawFillableBar(r);
            if (this.ticksToExplode > 0)
            {
                OverlayDrawer.DrawOverlay(this, OverlayTypes.BurningWick);
            }
        }
Exemple #4
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    public override void Draw()
    {
        base.Draw();


        GenDraw.FillableBarRequest req = new GenDraw.FillableBarRequest();
        req.center = DrawPos + Vector3.up * 0.1f;
        req.size   = BarSize;

        req.fillPercent = powerComp.powerOutput / FullSunPower;
        //if(req.FillPercent > 0.01f )
        //	req.FillPercent += Mathf.Sin((Find.TickManager.tickCount+thingIDNumber) * BarWobbleFreq) * BarWobbleAmp;

        req.filledMat   = BarFilledMat;
        req.unfilledMat = BarUnfilledMat;
        req.margin      = 0.15f;

        IntRot rot = rotation;

        rot.Rotate(RotationDirection.Clockwise);
        req.rotation = rot;

        GenDraw.DrawFillableBar(req);
    }