示例#1
0
        public void DrawCombatOverlay(WorldRenderer wr, RgbaColorRenderer wcr, Actor actor)
        {
            var actorPos = actor.CenterPosition;

            var a  = actorPos + new WVec(PointA.X, PointA.Y, VerticalTopOffset).Rotate(actor.Orientation);
            var b  = actorPos + new WVec(PointB.X, PointB.Y, VerticalTopOffset).Rotate(actor.Orientation);
            var aa = actorPos + new WVec(PointA.X, PointA.Y, VerticalBottomOffset).Rotate(actor.Orientation);
            var bb = actorPos + new WVec(PointB.X, PointB.Y, VerticalBottomOffset).Rotate(actor.Orientation);

            var offset1 = new WVec(a.Y - b.Y, b.X - a.X, 0);

            offset1 = offset1 * Radius.Length / offset1.Length;
            var offset2 = new WVec(aa.Y - bb.Y, bb.X - aa.X, 0);

            offset2 = offset2 * Radius.Length / offset2.Length;

            var c = Color.Yellow;

            RangeCircleRenderable.DrawRangeCircle(wr, a, Radius, 1, c, 0, c);
            RangeCircleRenderable.DrawRangeCircle(wr, b, Radius, 1, c, 0, c);
            wcr.DrawLine(new[] { wr.ScreenPosition(a - offset1), wr.ScreenPosition(b - offset1) }, 1, c);
            wcr.DrawLine(new[] { wr.ScreenPosition(a + offset1), wr.ScreenPosition(b + offset1) }, 1, c);

            RangeCircleRenderable.DrawRangeCircle(wr, aa, Radius, 1, c, 0, c);
            RangeCircleRenderable.DrawRangeCircle(wr, bb, Radius, 1, c, 0, c);
            wcr.DrawLine(new[] { wr.ScreenPosition(aa - offset2), wr.ScreenPosition(bb - offset2) }, 1, c);
            wcr.DrawLine(new[] { wr.ScreenPosition(aa + offset2), wr.ScreenPosition(bb + offset2) }, 1, c);
        }
示例#2
0
        public void DrawCombatOverlay(WorldRenderer wr, RgbaColorRenderer wcr, Actor actor)
        {
            var a = actor.CenterPosition + new WVec(PointA.X, PointA.Y, 0).Rotate(actor.Orientation);
            var b = actor.CenterPosition + new WVec(PointB.X, PointB.Y, 0).Rotate(actor.Orientation);

            var offset = new WVec(a.Y - b.Y, b.X - a.X, 0);

            offset = offset * Radius.Length / offset.Length;

            var c = Color.Yellow;

            RangeCircleRenderable.DrawRangeCircle(wr, a, Radius, 1, c, 0, c);
            RangeCircleRenderable.DrawRangeCircle(wr, b, Radius, 1, c, 0, c);
            wcr.DrawLine(new[] { wr.ScreenPosition(a - offset), wr.ScreenPosition(b - offset) }, 1, c);
            wcr.DrawLine(new[] { wr.ScreenPosition(a + offset), wr.ScreenPosition(b + offset) }, 1, c);
        }
示例#3
0
        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);
                }
            }
        }
示例#4
0
        void IRenderAboveWorld.RenderAboveWorld(Actor self, WorldRenderer wr)
        {
            if (manager == null || !manager.Enabled)
            {
                return;
            }

            exitCells = exits.Select(e => self.Location + e.ExitCell).ToArray();

            if (info.DrawExitCellVectors)
            {
                foreach (var exitCell in exitCells)
                {
                    var color  = self.Owner.Color;
                    var vec    = exitCell - self.Location;
                    var center = wr.World.Map.CenterOfCell(exitCell);
                    new TextRenderable(manager.Font, center, 0, color, vec.ToString()).Render(wr);
                }
            }

            if (info.DrawPerimiterCellVectors)
            {
                var occupiedCells = self.OccupiesSpace.OccupiedCells().Select(p => p.First).ToArray();
                perimeterCells = Util.ExpandFootprint(occupiedCells, true).Except(occupiedCells).ToArray();

                foreach (var perimCell in perimeterCells)
                {
                    var color = Color.Gray;
                    if (exitCells.Contains(perimCell))
                    {
                        continue;
                    }

                    var vec    = perimCell - self.Location;
                    var center = wr.World.Map.CenterOfCell(perimCell);
                    new TextRenderable(manager.Font, center, 0, color, vec.ToString()).Render(wr);
                }
            }

            if (info.DrawSpawnOffsetLines)
            {
                spawnPositions = exits.Select(e => self.CenterPosition + e.SpawnOffset).ToArray();

                for (var i = 0; i < spawnPositions.Length; i++)
                {
                    var spawnPos = spawnPositions[i];
                    if (spawnPos == self.CenterPosition)
                    {
                        continue;
                    }

                    var exitCellCenter = self.World.Map.CenterOfCell(exitCells[i]);
                    rgbaRenderer.DrawLine(wr.Screen3DPosition(spawnPos), wr.Screen3DPosition(exitCellCenter), 1f, self.Owner.Color);
                }
            }
        }