Take inaccessible waypoints into account when drawing waypoint sequences.

This commit is contained in:
sphere 2021-08-29 23:42:19 +02:00
parent 24cde6b555
commit f4ff4ad1d5
1 changed files with 16 additions and 4 deletions

View File

@ -1479,15 +1479,27 @@ namespace CodeImp.DoomBuilder.Rendering
Rectangle = new RectangleF(waypoints[i].Position.x, waypoints[i].Position.y, 0.0f, 0.0f)
};
}
if (iNext < size && waypoints[iNext].AngleDoom == waypoints[i].AngleDoom + 1) // next waypoint of this sequence?
RenderLine(waypoints[i].Position, waypoints[iNext].Position, 1.5f, General.Colors.WaypointColor, true);
else if (iNext < size && waypoints[iNext].AngleDoom == waypoints[i].AngleDoom) // mark duplicate waypoints
if (iNext < size && waypoints[iNext].AngleDoom == waypoints[i].AngleDoom + 1)
{
// draw line between this waypoint and the next
RenderLine(waypoints[i].Position, waypoints[iNext].Position, 1.5f, General.Colors.WaypointColor, true);
}
else if (iNext < size && waypoints[iNext].AngleDoom == waypoints[i].AngleDoom)
{
// mark duplicate waypoints
RenderCircle(waypoints[i].Position, 32f, 1f, PixelColor.FromColor(Color.Red), true);
RenderCircle(waypoints[iNext].Position, 32f, 1f, PixelColor.FromColor(Color.Red), true);
}
else // draw different line between last and first waypoint of this sequence
else if (iNext < size && i > 0 && waypoints[i].AngleDoom - waypoints[i - 1].AngleDoom > 1 && waypoints[iNext].AngleDoom > waypoints[seqStart].AngleDoom + 255)
{
// mark inaccessible waypoints
RenderCircle(waypoints[i].Position, 32f, 1f, PixelColor.FromColor(Color.Red), true);
}
else
{
// draw different line between last and first waypoint of this sequence
RenderLine(waypoints[i].Position, waypoints[seqStart].Position, 0.75f, General.Colors.WaypointLoopColor, true);
}
i = iNext;
}