Пример #1
0
        public void Draw(GameTime gameTime)
        {
            mGroundPlaneRenderer.Draw();

            foreach (var entry in GameState.Current.UnitsByModel)
            {
                entry.Key.Draw(gameTime, entry.Value
                               .Select(unit => new ModelManager.RenderingInformation(unit.RenderPosition, PlayerConstants.sPlayerColors[(int)unit.Owner], GetEffectForUnit(unit)))
                               .ToArray());
                mStatusBarRenderer.Draw(Color.Red, unit => (float)unit.Health / unit.MaxHealth, entry.Value.OfType <IDamageableUnit>().ToArray());
            }

            foreach (var buildings in GameState.Current.BuildingsByPlayer)
            {
                var unitsToDraw = buildings.Value.OfType <ICapturable>().Where(unit => unit.NeedsDrawing).ToArray();
                mStatusBarRenderer.Draw(PlayerConstants.sPlayerColors[(int)Players.Player], unit => unit.FriendlyPercentage, unitsToDraw);
                mStatusBarRenderer.DrawReversed(PlayerConstants.sPlayerColors[(int)Players.Ai], unit => unit.EnemyPercentage, unitsToDraw);
            }

            var heroDrawOffset = new Vector2(GridSize / 2f, GridSize / 2f);

            foreach (var hero in GameState.Current.HeroesByPlayer.Values)
            {
                mHeroEffect.Parameters["Color"].SetValue(hero.ActiveEffectColor.ToVector4());
                mHeroEffectPlaneRenderer.Draw(hero.Position - heroDrawOffset, hero.ActiveEffectRange);
            }

            BuildManager.Draw(gameTime);
        }
Пример #2
0
        public override void Draw(GameTime gameTime)
        {
            if (mGroundPlaneRenderer == null)
            {
                return;
            }

            mGroundPlaneRenderer.Draw();

            foreach (var entry in GetObjects(gameTime))
            {
                entry.Key.Draw(gameTime, entry.Value.ToArray());
            }
        }
Пример #3
0
 public void RenderGrid(Vector2Int mapIndex, Vector2Int size)
 {
     for (int i = 0; i < size.x; i++)
     {
         for (int j = 0; j < size.y; j++)
         {
             Vector2Int index = mapIndex + new Vector2Int(i, j);
             Color      color = Color.green;
             if (IsBlocked(index))
             {
                 color = Color.red;
             }
             PlaneRenderer.Draw(MapIndexToWorldPos(index + new Vector2(1 / 2.0f, 1 / 2.0f)), MAP_SIZE_UNIT, color, Resources.Load("Materials/GridRenderer") as Material);
         }
     }
 }