public IEnumerable <IRenderable> Render(WorldRenderer wr) { if (!IsBeamComplete && info.RenderBeam && !(wr.World.FogObscures(tailPos) && wr.World.FogObscures(headPos))) { var beamRender = new BeamRenderable(headPos, info.ZOffset, tailPos - headPos, info.Shape, info.Width, color); return(new[] { (IRenderable)beamRender }); } return(SpriteRenderable.None); }
public IEnumerable<IRenderable> Render(WorldRenderer wr) { if (!IsBeamComplete && info.RenderBeam && !(wr.World.FogObscures(tailPos) && wr.World.FogObscures(headPos))) { var beamRender = new BeamRenderable(headPos, info.ZOffset, tailPos - headPos, info.Shape, info.Width, color); return new[] { (IRenderable)beamRender }; } return SpriteRenderable.None; }