Initial commit: OpenRA game engine
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Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
let5sne.win10
2026-01-10 21:46:54 +08:00
commit 9cf6ebb986
4065 changed files with 635973 additions and 0 deletions

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#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
namespace OpenRA.Traits
{
[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
[Desc("Enables visualization commands. Attach this to the world actor.")]
public class DebugVisualizationsInfo : TraitInfo<DebugVisualizations> { }
public class DebugVisualizations
{
public bool CombatGeometry;
public bool RenderGeometry;
public bool ScreenMap;
public bool ActorTags;
// The depth buffer may have been left enabled by the previous world
// Initializing this as dirty forces us to reset the default rendering before the first render
bool depthBufferDirty = true;
bool depthBuffer;
public bool DepthBuffer
{
get => depthBuffer;
set
{
depthBuffer = value;
depthBufferDirty = true;
}
}
float depthBufferContrast = 1f;
public float DepthBufferContrast
{
get => depthBufferContrast;
set
{
depthBufferContrast = value;
depthBufferDirty = true;
}
}
float depthBufferOffset;
public float DepthBufferOffset
{
get => depthBufferOffset;
set
{
depthBufferOffset = value;
depthBufferDirty = true;
}
}
public void UpdateDepthBuffer()
{
if (depthBufferDirty)
{
Game.Renderer.WorldSpriteRenderer.SetDepthPreview(DepthBuffer, DepthBufferContrast, DepthBufferOffset);
depthBufferDirty = false;
}
}
}
}