Update content vectors to numerics (#17759)
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@@ -1,3 +1,4 @@
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using System.Numerics;
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using Content.Shared.Interaction;
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using Content.Shared.Whitelist;
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using Robust.Client.GameObjects;
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@@ -58,7 +59,9 @@ public sealed class TargetOutlineSystem : EntitySystem
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/// <summary>
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/// The size of the box around the mouse to use when looking for valid targets.
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/// </summary>
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public float LookupSize = 2;
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public float LookupSize = 1;
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private Vector2 LookupVector => new(LookupSize, LookupSize);
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private const string ShaderTargetValid = "SelectionOutlineInrange";
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private const string ShaderTargetInvalid = "SelectionOutline";
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@@ -116,7 +119,7 @@ public sealed class TargetOutlineSystem : EntitySystem
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// find possible targets on screen
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// TODO: Duplicated in SpriteSystem and DragDropSystem. Should probably be cached somewhere for a frame?
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var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition).Position;
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var bounds = new Box2(mousePos - LookupSize / 2f, mousePos + LookupSize / 2f);
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var bounds = new Box2(mousePos - LookupVector, mousePos + LookupVector);
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var pvsEntities = _lookup.GetEntitiesIntersecting(_eyeManager.CurrentMap, bounds, LookupFlags.Approximate | LookupFlags.Static);
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var spriteQuery = GetEntityQuery<SpriteComponent>();
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@@ -159,7 +162,7 @@ public sealed class TargetOutlineSystem : EntitySystem
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{
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var origin = Transform(player).WorldPosition;
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var target = Transform(entity).WorldPosition;
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valid = (origin - target).LengthSquared <= Range;
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valid = (origin - target).LengthSquared() <= Range;
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}
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if (sprite.PostShader != null &&
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