public void RenderAfterWorld(WorldRenderer wr, Actor self) { if (devMode == null || !devMode.ShowCombatGeometry) { return; } var wcr = Game.Renderer.WorldRgbaColorRenderer; var iz = 1 / wr.Viewport.Zoom; if (healthInfo != null) { healthInfo.Shape.DrawCombatOverlay(wr, wcr, self); } var blockers = allBlockers.Where(Exts.IsTraitEnabled).ToList(); if (blockers.Count > 0) { var hc = Color.Orange; var height = new WVec(0, 0, blockers.Max(b => b.BlockingHeight.Length)); var ha = wr.ScreenPosition(self.CenterPosition); var hb = wr.ScreenPosition(self.CenterPosition + height); wcr.DrawLine(ha, hb, iz, hc); TargetLineRenderable.DrawTargetMarker(wr, hc, ha); TargetLineRenderable.DrawTargetMarker(wr, hc, hb); } foreach (var attack in self.TraitsImplementing <AttackBase>().Where(x => !x.IsTraitDisabled)) { DrawArmaments(self, attack, wr, wcr, iz); } }
void IRenderAboveWorld.RenderAboveWorld(Actor self, WorldRenderer wr) { if (debugVis == null || !debugVis.CombatGeometry) { return; } var wcr = Game.Renderer.WorldRgbaColorRenderer; var iz = 1 / wr.Viewport.Zoom; var blockers = allBlockers.Where(Exts.IsTraitEnabled).ToList(); if (blockers.Count > 0) { var hc = Color.Orange; var height = new WVec(0, 0, blockers.Max(b => b.BlockingHeight.Length)); var ha = wr.Screen3DPosition(self.CenterPosition); var hb = wr.Screen3DPosition(self.CenterPosition + height); wcr.DrawLine(ha, hb, iz, hc); TargetLineRenderable.DrawTargetMarker(wr, hc, ha); TargetLineRenderable.DrawTargetMarker(wr, hc, hb); } var activeShapes = shapes.Where(Exts.IsTraitEnabled); foreach (var s in activeShapes) { s.Info.Type.DrawCombatOverlay(wr, wcr, self); } var tc = Color.Lime; var positions = Target.FromActor(self).Positions; foreach (var p in positions) { var center = wr.Screen3DPosition(p); TargetLineRenderable.DrawTargetMarker(wr, tc, center); wcr.DrawLine(wr.Screen3DPosition(p - TargetPosHLine), wr.Screen3DPosition(p + TargetPosHLine), iz, tc); wcr.DrawLine(wr.Screen3DPosition(p - TargetPosVLine), wr.Screen3DPosition(p + TargetPosVLine), iz, tc); } foreach (var attack in self.TraitsImplementing <AttackBase>().Where(x => !x.IsTraitDisabled)) { DrawArmaments(self, attack, wr, wcr, iz); } }
void DrawArmaments(Actor self, AttackBase attack, WorldRenderer wr, RgbaColorRenderer wcr, float iz) { var c = Color.White; // Fire ports on garrisonable structures var garrison = attack as AttackGarrisoned; if (garrison != null) { var bodyOrientation = coords.Value.QuantizeOrientation(self, self.Orientation); foreach (var p in garrison.Info.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.Screen3DPosition(pos); var a = wr.Screen3DPosition(pos + da * 224 / da.Length); var b = wr.Screen3DPosition(pos + db * 224 / db.Length); wcr.DrawLine(o, a, iz, c); wcr.DrawLine(o, b, iz, c); } return; } foreach (var a in attack.Armaments) { if (a.IsTraitDisabled) { continue; } 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.Screen3DPosition(muzzle); var sd = wr.Screen3DPosition(muzzle + dirOffset); wcr.DrawLine(sm, sd, iz, c); TargetLineRenderable.DrawTargetMarker(wr, c, sm); } } }
public void RenderAfterWorld(WorldRenderer wr, Actor self) { if (devMode == null || !devMode.ShowCombatGeometry) { return; } var wcr = Game.Renderer.WorldRgbaColorRenderer; var iz = 1 / wr.Viewport.Zoom; if (healthInfo != null) { healthInfo.Shape.DrawCombatOverlay(wr, wcr, self); } if (blockInfo != null) { var hc = Color.Orange; var height = new WVec(0, 0, blockInfo.Height.Length); var ha = wr.ScreenPosition(self.CenterPosition); var hb = wr.ScreenPosition(self.CenterPosition + height); wcr.DrawLine(ha, hb, iz, hc); TargetLineRenderable.DrawTargetMarker(wr, hc, ha); TargetLineRenderable.DrawTargetMarker(wr, hc, hb); } // No armaments to draw if (attack.Value == null) { return; } 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.Info.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); wcr.DrawLine(o, a, iz, c); wcr.DrawLine(o, b, iz, 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); wcr.DrawLine(sm, sd, iz, c); TargetLineRenderable.DrawTargetMarker(wr, c, sm); } } }