#1477 closed defect (fixed)
Show selection overlay for actors in Atlas
Reported by: | historic_bruno | Owned by: | vts |
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Priority: | Should Have | Milestone: | Alpha 11 |
Component: | Core engine | Keywords: | |
Cc: | vts | Patch: |
Description (last modified by )
We lost this when #824 was fixed. Actors don't have a Footprint
and previously we would add a default selection ring for them, but now it silently fails.
Possible solutions: add a default Footprint
to actor template construction or somehow use the bounding box of the actor to calculate a decent size. I think we could get by with the former since it would be no worse than we had before, and avoids having to add a bunch of special case handling to CCmpSelectable
. Just need to make sure adding a Footprint
to actors has no unintended side effects (I can't think of any yet). Of course it would look better if the overlay was scaled for different sized actors, if there's a reasonable way of doing so.
Change History (6)
comment:1 by , 12 years ago
Description: | modified (diff) |
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comment:2 by , 12 years ago
Owner: | set to |
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Status: | new → assigned |
comment:3 by , 12 years ago
comment:4 by , 12 years ago
At the time of writing, it looks like the Footprint
component is used for the following purposes:
- In the
Selectable
component, to determine the selection overlay size and shape. - In the
RallyPointRenderer
component, during the rally path computation, to remove path nodes that are located inside the footprint of the building. - In the
VisualActor
component, to support declaring the selection box' X/Z dimensions to equal the footprint size (rather than auto-computing it from the model vertices). - In the
Attack
component, for hit testing. - In the
BuildRestrictions
/GuiInterface
components, to validate whether docks can be placed at a given location. - In the
GarrisonHolder
/ProductionQueue
components, to figure out where to spawn ejected/created units.
Most of these don't apply to actor entities, but the Attack
one may be relevant. I'm not familiar with the details of how this particular component works, so I'll look further into that :)
comment:6 by , 12 years ago
Looks like the Attack
one doesn't matter either, since actors don't have a Health
component for it to interact with.
I think adding a default Footprint to actor-entities should be feasible, at least for now, for the exact reasons you already stated, and also that this is a change that should only be relevant for the map editor where pretty visuals aren't nearly as crucial.
Currently looking to see whether adding Footprints to actor-entities would have any adverse side-effects; if not, I'll commit the default Footprint.