本文整理汇总了C#中OpenRA.Graphics.WorldRenderer.DrawRangeCircle方法的典型用法代码示例。如果您正苦于以下问题:C# WorldRenderer.DrawRangeCircle方法的具体用法?C# WorldRenderer.DrawRangeCircle怎么用?C# WorldRenderer.DrawRangeCircle使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类OpenRA.Graphics.WorldRenderer
的用法示例。
在下文中一共展示了WorldRenderer.DrawRangeCircle方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Render
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;
}
示例2: RenderAfterWorld
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);
}
示例3: RenderAfterWorld
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);
}
}
}
示例4: RenderAfterWorld
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);
}
}
}
示例5: RenderAfterWorld
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);
}
示例6: RenderBeforeWorld
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);
}
示例7: RenderBeforeWorld
public void RenderBeforeWorld(WorldRenderer wr, World world)
{
wr.DrawRangeCircle(
Color.FromArgb(128, Color.DeepSkyBlue),
self.CenterLocation.ToFloat2(), (int)self.Trait<ChronoshiftDeploy>().Info.JumpDistance);
}
示例8: RenderAfterWorld
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);
}