public DrawLine ( IEnumerable |
||
points | IEnumerable |
|
width | float | |
color | Color | |
connectSegments | bool | |
return | void |
public void DrawLine(IEnumerable<float2> points, float width, Color color, bool connectSegments = false)
{
DrawLine(points.Select(p => new float3(p, 0)), width, color, connectSegments);
}
RgbaColorRenderer::DrawLine ( IEnumerable |
|
RgbaColorRenderer::DrawLine ( float3 start, float3 end, float width, Color color ) : void | |
RgbaColorRenderer::DrawLine ( float3 start, float3 end, float width, Color startColor, Color endColor ) : void |
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); }