Exemplo n.º 1
0
		public void Render(WorldRenderer wr)
		{
			var wlr = Game.Renderer.WorldLineRenderer;
			var oldWidth = wlr.LineWidth;
			wlr.LineWidth = 3;
			wr.DrawRangeCircle(centerPosition, radius, contrastColor);
			wlr.LineWidth = 1;
			wr.DrawRangeCircle(centerPosition, radius, color);
			wlr.LineWidth = oldWidth;
		}
Exemplo n.º 2
0
		public void RenderAfterWorld(WorldRenderer wr, Actor self)
		{
			foreach (var i in impacts)
			{
				var alpha = 255.0f * i.Time / info.DisplayDuration;
				var rangeStep = alpha / i.Range.Length;

				wr.DrawRangeCircle(i.CenterPosition, i.OuterRange, Color.FromArgb((int)alpha, Color.Red));

				foreach (var r in i.Range)
				{
					var tl = wr.ScreenPosition(i.CenterPosition - new WVec(r.Length, r.Length, 0));
					var br = wr.ScreenPosition(i.CenterPosition + new WVec(r.Length, r.Length, 0));
					var rect = RectangleF.FromLTRB(tl.X, tl.Y, br.X, br.Y);

					Game.Renderer.WorldLineRenderer.FillEllipse(rect, Color.FromArgb((int)alpha, Color.Red));

					alpha -= rangeStep;
				}

				if (!wr.World.Paused)
					i.Time--;
			}

			impacts.RemoveAll(i => i.Time == 0);
		}
Exemplo n.º 3
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);
                }
            }
        }
Exemplo n.º 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);
                }
            }
        }
Exemplo n.º 5
0
        public void RenderAfterWorld(WorldRenderer wr, World world)
        {
            if (!self.IsInWorld)
                return;

            if (self.Owner != self.World.LocalPlayer)
                return;

            wr.DrawRangeCircle(
                Color.FromArgb(128, Color.DeepSkyBlue),
                wr.ScreenPxPosition(self.CenterPosition), (int)self.Trait<ChronoshiftDeploy>().Info.JumpDistance);
        }
Exemplo n.º 6
0
        public void RenderBeforeWorld(WorldRenderer wr, World world)
        {
            if (!self.IsInWorld)
                return;

            if (self.Owner != self.World.LocalPlayer)
                return;

            wr.DrawRangeCircle(
                Color.FromArgb(128, Color.DeepSkyBlue),
                self.CenterLocation.ToFloat2(), (int)self.Trait<ChronoshiftDeploy>().Info.JumpDistance);
        }
Exemplo n.º 7
0
 public void RenderBeforeWorld(WorldRenderer wr, World world)
 {
     wr.DrawRangeCircle(
         Color.FromArgb(128, Color.DeepSkyBlue),
         self.CenterLocation.ToFloat2(), (int)self.Trait<ChronoshiftDeploy>().Info.JumpDistance);
 }
Exemplo n.º 8
0
            public void RenderAfterWorld( WorldRenderer wr, World world )
            {
                if (_lastMouseInput == null) return;

                var targetUnits = FindUnitsInCircle(world, Game.viewport.ViewToWorld(_lastMouseInput.Value).ToInt2(), info.Range);

                if (info.Range >= 1f)
                    wr.DrawRangeCircle(Color.Green, Game.viewport.Location + _lastMouseInput.Value.Location, info.Range - 0.5f);
            }