Full unit payload drawing

This commit is contained in:
Anuken 2024-04-18 11:15:15 -04:00
parent 437fea686b
commit b35c435ebd
2 changed files with 8 additions and 13 deletions

View File

@ -431,6 +431,8 @@ public class UnitType extends UnlockableContent implements Senseable{
public TextureRegion[] wreckRegions, segmentRegions, segmentOutlineRegions;
public TextureRegion[][] treadRegions;
//INTERNAL REQUIREMENTS
protected float buildTime = -1f;
protected @Nullable ItemStack[] totalRequirements, cachedRequirements, firstRequirements;
@ -1183,6 +1185,8 @@ public class UnitType extends UnlockableContent implements Senseable{
//region drawing
/** Set up drawing state before calling! e.g. drawingPayload */
public void draw(Unit unit){
if(unit.inFogTo(Vars.player.team())) return;

View File

@ -146,19 +146,10 @@ public class UnitPayload implements Payload{
//TODO should not happen
if(unit.type == null) return;
//TODO this would be more accurate but has all sorts of associated problems (?)
if(false){
float e = unit.elevation;
unit.elevation = 0f;
//avoids drawing mining or building
unit.type.draw(unit);
unit.elevation = e;
return;
}
unit.type.drawSoftShadow(unit);
Draw.rect(unit.type.fullIcon, unit.x, unit.y, unit.rotation - 90);
unit.type.drawCell(unit);
float e = unit.elevation;
unit.elevation = 0f;
unit.type.draw(unit);
unit.elevation = e;
//draw warning
if(overlayTime > 0){