Effect Radar Implementation v1 #46
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@ -1078,23 +1078,30 @@ end
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---This function is basically a workaround for the ForceRender call
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---This function is basically a workaround for the ForceRender call
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local function drawRadar()
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local function drawRadar()
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gfx.FontSize(28)
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local x, y = 375, 650
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gfx.Translate(500, 500)
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local scale = 0.666
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local strokeColor = ColorRGBA.new(255, 255, 255, 255)
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gfx.FontSize(28)
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gfx.Translate(x, y)
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gfx.Scale(scale, scale)
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local strokeColor = ColorRGBA.new(255, 255, 255, 128)
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local fillColor = ColorRGBA.new(0, 0, 0, 191)
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local fillColor = ColorRGBA.new(0, 0, 0, 191)
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gfx.ResetScissor()
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gfx.ResetScissor()
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radar:drawBackground(fillColor)
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radar:drawBackground(fillColor)
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radar:drawOutline(3, strokeColor)
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radar:drawOutline(3, strokeColor)
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--NOTE: Bug: forcerender resets every transformation, need to re-setup view transform afterwards
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--Bug: ForceRender resets every transformation, need to re-setup view transform afterwards
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--ForceRender also resets gfx stack, USC will crash if you try to call gfx.Restore(),
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--make sure the gfx stack is clean before calling radar:drawRadarMesh()
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radar:drawRadarMesh()
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radar:drawRadarMesh()
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Dim.transformToScreenSpace()
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Dim.transformToScreenSpace()
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gfx.Save()
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gfx.Save()
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gfx.Translate(500,500)
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gfx.Translate(x, y)
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gfx.Scale(scale, scale)
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radar:drawRadialTicks(strokeColor)
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radar:drawRadialTicks(strokeColor)
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radar:drawAttributes()
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radar:drawAttributes()
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gfx.Restore()
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gfx.Restore()
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