Esempio n. 1
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);
                }
            }
        }
Esempio n. 2
0
        public void Render(WorldRenderer wr)
        {
            if (!waypoints.Any())
            {
                return;
            }

            var first = wr.ScreenPxPosition(waypoints.First());
            var a     = first;

            foreach (var b in waypoints.Skip(1).Select(pos => wr.ScreenPxPosition(pos)))
            {
                Game.Renderer.WorldLineRenderer.DrawLine(a, b, color, color);
                wr.DrawTargetMarker(color, b);
                a = b;
            }

            wr.DrawTargetMarker(color, first);
        }
Esempio n. 3
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);
            }
        }
Esempio n. 4
0
		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);
				}
			}
		}
Esempio n. 5
0
        public void Render(WorldRenderer wr)
        {
            if (!waypoints.Any())
                return;

            var first = wr.ScreenPxPosition(waypoints.First());
            var a = first;
            foreach (var b in waypoints.Skip(1).Select(pos => wr.ScreenPxPosition(pos)))
            {
                Game.Renderer.WorldLineRenderer.DrawLine(a, b, color, color);
                wr.DrawTargetMarker(color, b);
                a = b;
            }

            wr.DrawTargetMarker(color, first);
        }
Esempio n. 6
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        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;
                }
            }
        }