private IEnumerable <Vector2> fleetMovementPathVertices(FleetInfo fleet, IEnumerable <Vector2> waypoints) { var lastPosition = fleetDisplayPosition(fleet).Xy; foreach (var nextPosition in waypoints) { foreach (var v in SpriteHelpers.PathRectVertexData(lastPosition, nextPosition, PathWidth, GalaxyTextures.Get.PathLine)) { yield return(v); } lastPosition = nextPosition; } }
private void setupWormholeSprites() { this.UpdateScene( ref this.wormholeSprites, new SceneObject(new PolygonData( WormholeZ, new SpriteData( Matrix4.Identity, GalaxyTextures.Get.PathLine.Id, Color.Blue ), this.currentPlayer.Wormholes.SelectMany(wormhole => SpriteHelpers.PathRectVertexData( convert(wormhole.FromStar.Position), convert(wormhole.ToStar.Position), 0.8f * PathWidth, GalaxyTextures.Get.PathLine )) )) ); }