Line Drawn for Direction
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@@ -19,6 +19,11 @@ namespace DepthsBelow
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Rectangle gridRectangle;
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Rectangle gridRectangle;
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Texture2D gridTexture;
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Texture2D gridTexture;
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Vector2 directionStart;
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Vector2 directionNow;
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bool checkingDirection = false;
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public MouseInput(Core core)
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public MouseInput(Core core)
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{
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{
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this.core = core;
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this.core = core;
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@@ -82,7 +87,28 @@ namespace DepthsBelow
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foreach (var unit in core.Squad)
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foreach (var unit in core.Squad)
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if (unit.Selected)
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if (unit.Selected)
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unit.GetComponent<Component.PathFinder>().Goal = Grid.WorldToGrid(mouseWorldPos);
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unit.GetComponent<Component.PathFinder>().Goal = Grid.WorldToGrid(mouseWorldPos);
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}
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}
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if (ms.RightButton == ButtonState.Pressed)
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{
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foreach (var unit in core.Squad)
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{
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if (unit.Selected)
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{
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checkingDirection = true;
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directionStart = unit.Transform.World + unit.Transform.World.Origin;
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}
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}
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}
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if (checkingDirection == true && ms.RightButton == ButtonState.Pressed)
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{
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directionNow.X = ms.X;
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directionNow.Y = ms.Y;
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}
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else
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{
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checkingDirection = false;
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}
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// Grid highlighting
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// Grid highlighting
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Point mouseGridPos = Grid.WorldToGrid(mouseWorldPos);
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Point mouseGridPos = Grid.WorldToGrid(mouseWorldPos);
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@@ -96,6 +122,24 @@ namespace DepthsBelow
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{
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{
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spriteBatch.Draw(selectionTexture, selectionRectangle, Color.Red * 0.5f);
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spriteBatch.Draw(selectionTexture, selectionRectangle, Color.Red * 0.5f);
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spriteBatch.Draw(gridTexture, gridRectangle, Color.Yellow * 0.3f);
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spriteBatch.Draw(gridTexture, gridRectangle, Color.Yellow * 0.3f);
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if (checkingDirection == true)
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{
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Texture2D blank = new Texture2D(core.GraphicsDevice, 1, 1, false, SurfaceFormat.Color);
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blank.SetData(new[] { Color.White });
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DrawLine(spriteBatch, blank, 2, Color.White, directionStart, directionNow);
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}
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}
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}
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void DrawLine(SpriteBatch batch, Texture2D blank, float width, Color color, Vector2 point1, Vector2 point2)
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{
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float angle = (float)Math.Atan2(point2.Y - point1.Y, point2.X - point1.X);
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float length = Vector2.Distance(point1, point2);
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batch.Draw(blank, point1, null, color,
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angle, Vector2.Zero, new Vector2(length, width),
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SpriteEffects.None, 0);
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}
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}
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}
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}
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}
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