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; }
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); }
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); } } }
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); } } }
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); }
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); }
public void RenderBeforeWorld(WorldRenderer wr, World world) { wr.DrawRangeCircle( Color.FromArgb(128, Color.DeepSkyBlue), self.CenterLocation.ToFloat2(), (int)self.Trait<ChronoshiftDeploy>().Info.JumpDistance); }
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); }