public void RenderAfterWorld(WorldRenderer wr) { var bounds = self.Bounds.Value; var xy = new float2(bounds.Left, bounds.Top); var Xy = new float2(bounds.Right, bounds.Top); wr.DrawSelectionBox(self, Color.White); DrawHealthBar(self, xy, Xy); DrawExtraBars(self, xy, Xy); DrawUnitPath(self); }
public void RenderAfterWorld(WorldRenderer wr) { if (!Info.Selectable) return; var pos = wr.ScreenPxPosition(self.CenterPosition); var bounds = self.Bounds.Value; bounds.Offset(pos.X, pos.Y); var xy = new float2(bounds.Left, bounds.Top); var Xy = new float2(bounds.Right, bounds.Top); wr.DrawSelectionBox(self, Color.White); DrawHealthBar(wr, xy, Xy); DrawExtraBars(wr, xy, Xy); DrawUnitPath(wr); }
public void RenderAfterWorld(WorldRenderer wr, World world) { var xy = Game.viewport.ViewToWorld(Viewport.LastMousePos).ToInt2(); var targetUnits = power.UnitsInRange(xy); foreach (var unit in targetUnits) wr.DrawSelectionBox(unit, Color.Red); }
public void RenderAfterWorld(WorldRenderer wr, World world) { foreach (var unit in power.UnitsInRange(sourceLocation)) wr.DrawSelectionBox(unit, Color.Red); }
public void RenderAfterWorld( WorldRenderer wr, World world ) { wr.DrawSelectionBox(self, Color.White); }
public override void DrawInner( WorldRenderer wr ) { var selbox = SelectionBox; if (selbox == null) return; var a = selbox.Value.First; var b = new float2(selbox.Value.Second.X - a.X, 0); var c = new float2(0, selbox.Value.Second.Y - a.Y); Game.Renderer.LineRenderer.DrawLine(a, a + b, Color.White, Color.White); Game.Renderer.LineRenderer.DrawLine(a + b, a + b + c, Color.White, Color.White); Game.Renderer.LineRenderer.DrawLine(a + b + c, a + c, Color.White, Color.White); Game.Renderer.LineRenderer.DrawLine(a, a + c, Color.White, Color.White); foreach (var u in SelectActorsInBox(world, selbox.Value.First, selbox.Value.Second)) wr.DrawSelectionBox(u, Color.Yellow); }
public void RenderAfterWorld(WorldRenderer wr, World world) { var xy = wr.Viewport.ViewToWorld(Viewport.LastMousePos); foreach (var unit in power.UnitsInRange(xy)) wr.DrawSelectionBox(unit, Color.Red); }
public void RenderAfterWorld(WorldRenderer wr, World world) { var xy = Game.viewport.ViewToWorld(Viewport.LastMousePos); var targetUnits = power.UnitsInRange(xy); foreach (var unit in targetUnits) if (manager.self.Owner.Shroud.IsTargetable(unit) || manager.self.Owner.HasFogVisibility()) wr.DrawSelectionBox(unit, Color.Red); }
public void RenderAfterWorld(WorldRenderer wr, World world) { foreach (var unit in power.UnitsInRange(sourceLocation)) if (manager.self.Owner.Shroud.IsTargetable(unit) || manager.self.Owner.HasFogVisibility()) wr.DrawSelectionBox(unit, Color.Red); }
public void RenderAfterWorld(WorldRenderer wr, World world) { var units = FindUnitsInCircle(world, _sourceLocation, _range); foreach (var unit in units) { wr.DrawSelectionBox(unit, Color.Yellow); } }