small cleanups suggested by VS
GitOrigin-RevId: b1b3a687e399f0672a436c6542914143adaea6bb
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026623ac82
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@ -6,13 +6,15 @@ namespace SemiColinGames {
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class LinesOfSight : IDisposable {
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class LinesOfSight : IDisposable {
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const int numEdgeVertices = 60;
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const int numEdgeVertices = 60;
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readonly VertexBuffer vertexBuffer;
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readonly IndexBuffer indexBuffer;
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// coneVertices[0] is the eye position; the rest are the edge vertices.
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// coneVertices[0] is the eye position; the rest are the edge vertices.
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VertexPositionColor[] coneVertices = new VertexPositionColor[numEdgeVertices + 1];
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readonly VertexPositionColor[] coneVertices = new VertexPositionColor[numEdgeVertices + 1];
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Color color = Color.FromNonPremultiplied(new Vector4(0, 0, 1, 0.6f));
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// The number of total triangles drawn is one less than the number of edge points.
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// The number of total triangles drawn is one less than the number of edge points.
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int[] indices = new int[(numEdgeVertices - 1) * 3];
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readonly int[] indices = new int[(numEdgeVertices - 1) * 3];
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VertexBuffer vertexBuffer;
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IndexBuffer indexBuffer;
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Color color = Color.FromNonPremultiplied(new Vector4(0, 0, 1, 0.6f));
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public LinesOfSight(GraphicsDevice graphics) {
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public LinesOfSight(GraphicsDevice graphics) {
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vertexBuffer = new VertexBuffer(
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vertexBuffer = new VertexBuffer(
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@ -72,8 +74,7 @@ namespace SemiColinGames {
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}
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}
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}
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}
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public void Draw(Player player, AABB[] collisionTargets, GraphicsDevice graphics,
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public void Draw(GraphicsDevice graphics, BasicEffect lightingEffect) {
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BasicEffect lightingEffect) {
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for (int i = 0; i < numEdgeVertices - 1; i++) {
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for (int i = 0; i < numEdgeVertices - 1; i++) {
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indices[i * 3] = 0;
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indices[i * 3] = 0;
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@ -91,7 +91,7 @@ namespace SemiColinGames {
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graphics.Clear(new Color(0, 0, 0, 0f));
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graphics.Clear(new Color(0, 0, 0, 0f));
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lightingEffect.Projection = camera.Projection;
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lightingEffect.Projection = camera.Projection;
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if (Debug.Enabled) {
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if (Debug.Enabled) {
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linesOfSight.Draw(player, world.CollisionTargets, graphics, lightingEffect);
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linesOfSight.Draw(graphics, lightingEffect);
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}
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}
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// Draw debug rects & lines on top.
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// Draw debug rects & lines on top.
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