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06eac128c2
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9504c2236c
@ -19,7 +19,7 @@ namespace SemiColinGames {
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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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readonly int[] indices = new int[(NUM_EDGE_VERTICES - 1) * 3];
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readonly int[] indices = new int[(NUM_EDGE_VERTICES - 1) * 3];
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Color color = Color.FromNonPremultiplied(new Vector4(1, 0, 0, 0.5f));
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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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for (int i = 0; i < MAX_NPCS; i++) {
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for (int i = 0; i < MAX_NPCS; i++) {
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@ -88,7 +88,9 @@ namespace SemiColinGames {
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}
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}
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}
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}
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coneVertices[index][i + 1] = new VertexPositionColor(new Vector3(closestHit, 0), color);
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float tint = 0.6f - hitTime / 2;
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Color tinted = Color.FromNonPremultiplied(new Vector4(0, 0, 1, tint));
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coneVertices[index][i + 1] = new VertexPositionColor(new Vector3(closestHit, 0), tinted);
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}
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}
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}
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}
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@ -86,7 +86,9 @@ namespace SemiColinGames {
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// Draw lines of sight.
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// Draw lines of sight.
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basicEffect.Projection = camera.Projection;
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basicEffect.Projection = camera.Projection;
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if (Debug.Enabled) {
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world.LinesOfSight.Draw(graphics, basicEffect);
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world.LinesOfSight.Draw(graphics, basicEffect);
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}
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// Set up transformation matrix for drawing world objects.
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// Set up transformation matrix for drawing world objects.
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Matrix transform = Matrix.CreateTranslation(-camera.Left, -camera.Top, 0);
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Matrix transform = Matrix.CreateTranslation(-camera.Left, -camera.Top, 0);
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