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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Brains.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework;
using System.Xml.Serialization;
using Brains.Framework.Behaviors;
namespace AIRendering
{
public class DrawableActor:Agent,IRender
{
public DrawableActor(Vector2 position, float radius) : base(position, radius) { }
public virtual void Render(PrimitiveBatch batch)
{
batch.DrawCircle(Position, Radius, Color.White);
//batch.DrawLine(Position,Position+Orientation*Radius*2, Color.Green);
foreach (var item in Feelers)
{
batch.DrawLine(Position,item.TipWorldPosition, Color.Green);
}
DrawBehavior(RootBehavior,batch);
}
private void DrawBehavior(IBehavior behavior, PrimitiveBatch batch)
{
if (behavior == null)
return;
if (behavior is ISubBehaviorHolder)
{
ISubBehaviorHolder subs = (ISubBehaviorHolder)behavior;
foreach (var item in subs.SubBehaviors)
{
if (item.State == BehaviorState.Running && item is IRender)
((IRender)item).Render(batch);
DrawBehavior(item, batch);
}
}
if (behavior is IRender)
((IRender)behavior).Render(batch);
if (CellsIAmIn.Count > 0)
{
Vector2 cellsize = new Vector2(ParentWorld.Map.ClusterGrid.Grids[0].CellSize);
batch.DrawBox(CellsIAmIn[0].Position - (cellsize / 2),
CellsIAmIn[0].Position + (cellsize / 2), Color.Blue);
}
}
}
} |