PIbd-23_Polevoy_S.V._SelfPr.../SelfPropelledArtilleryUnit/DrawingAdvancedArtillery.cs

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2.3 KiB
C#
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Security.AccessControl;
using System.Text;
using System.Threading.Tasks;
namespace Artilleries
{
internal class DrawingAdvancedArtillery : DrawingArtillery
{
public DrawingAdvancedArtillery(int speed, float weight, Color bodyColor, Color dopColor, bool weapon, bool salvoBattery) : base(speed, weight, bodyColor, 80, 50)
{
Artillery = new EntityAdvancedArtillery(speed, weight, bodyColor, dopColor, weapon, salvoBattery);
}
public override void DrawTransport(Graphics g)
{
if (Artillery is not EntityAdvancedArtillery advancedArtillery)
{
return;
}
Pen pen = new Pen(advancedArtillery.DopColor, 8);
Brush brush = new SolidBrush(advancedArtillery.DopColor);
if (advancedArtillery.Weapon)
{
g.DrawLine(pen, _startPosX + _artilleryWidth / 2, _startPosY + _artilleryHeight / 10, _startPosX + _artilleryWidth, _startPosY);
}
pen.Width = 6;
if (advancedArtillery.SalvoBattery)
{
g.DrawLine(pen, _startPosX + _artilleryWidth / 4, _startPosY + _artilleryHeight / 4, _startPosX + _artilleryWidth / 4 + _artilleryHeight / 4, _startPosY - 5);
g.DrawLine(pen, _startPosX + _artilleryWidth / 4 - _artilleryHeight / 4, _startPosY + _artilleryHeight / 4, _startPosX + _artilleryWidth / 4, _startPosY - 5);
g.DrawLine(pen, _startPosX + _artilleryWidth / 4 - _artilleryHeight / 2, _startPosY + _artilleryHeight / 4, _startPosX + _artilleryWidth / 4 - _artilleryHeight / 4, _startPosY - 5);
}
base.DrawTransport(g);
}
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public override void SetBodyColor(Color color)
{
Artillery = new EntityAdvancedArtillery(Artillery.Speed, Artillery.Weight, color, (Artillery as EntityAdvancedArtillery).DopColor, (Artillery as EntityAdvancedArtillery).Weapon, (Artillery as EntityAdvancedArtillery).SalvoBattery);
}
public void SetDopColor(Color color)
{
Artillery = new EntityAdvancedArtillery(Artillery.Speed, Artillery.Weight, Artillery.BodyColor, color, (Artillery as EntityAdvancedArtillery).Weapon, (Artillery as EntityAdvancedArtillery).SalvoBattery);
}
}
}