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 Render(WorldRenderer wr) { if (!waypoints.Any()) { return; } var first = wr.ScreenPxPosition(waypoints.First()); var a = first; foreach (var b in waypoints.Skip(1).Select(pos => wr.ScreenPxPosition(pos))) { Game.Renderer.WorldLineRenderer.DrawLine(a, b, color, color); wr.DrawTargetMarker(color, b); a = b; } wr.DrawTargetMarker(color, first); }
public void RenderAfterWorld(WorldRenderer wr) { var force = Game.GetModifierKeys().HasModifier(Modifiers.Alt); if ((lifetime <= 0 || --lifetime <= 0) && !force) return; if (targets == null || targets.Count == 0) return; var from = wr.ScreenPxPosition(self.CenterPosition); foreach (var target in targets) { if (target.Type == TargetType.Invalid) continue; var to = wr.ScreenPxPosition(target.CenterPosition); Game.Renderer.WorldLineRenderer.DrawLine(from, to, c, c); wr.DrawTargetMarker(c, from); wr.DrawTargetMarker(c, to); } }
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 Render(WorldRenderer wr) { if (!waypoints.Any()) return; var first = wr.ScreenPxPosition(waypoints.First()); var a = first; foreach (var b in waypoints.Skip(1).Select(pos => wr.ScreenPxPosition(pos))) { Game.Renderer.WorldLineRenderer.DrawLine(a, b, color, color); wr.DrawTargetMarker(color, b); a = b; } wr.DrawTargetMarker(color, first); }
void DrawUnitPath(WorldRenderer wr) { if (self.World.LocalPlayer == null || !self.World.LocalPlayer.PlayerActor.Trait<DeveloperMode>().PathDebug) return; var activity = self.GetCurrentActivity(); if (activity != null) { var targets = activity.GetTargets(self); var start = wr.ScreenPxPosition(self.CenterPosition); var c = Color.Green; foreach (var stp in targets.Where(t => t.Type != TargetType.Invalid).Select(pos => wr.ScreenPxPosition(pos.CenterPosition))) { Game.Renderer.WorldLineRenderer.DrawLine(start, stp, c, c); wr.DrawTargetMarker(c, stp); start = stp; } } }