Minimap!
This commit is contained in:
parent
f7720a9915
commit
6c37e569ab
18 changed files with 1169 additions and 323 deletions
|
|
@ -6,10 +6,11 @@ namespace TD.Core
|
|||
/// Canonical color palette for player slots, used by editor gizmos to color volumes by owner.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Color names follow the 9-player map design doc (red, green, blue, purple, yellow, gray,
|
||||
/// teal, olive, dark gray). The exact RGB values have been tuned for readability when drawn
|
||||
/// as translucent gizmos against Unity's default scene-view background. Tweak the constants
|
||||
/// below if any color reads poorly in practice.
|
||||
/// Color names follow the 9-player map design doc (orange, green, blue, purple, yellow, gray,
|
||||
/// teal, olive, dark gray). Red is reserved for enemy units on the minimap, so Player 1 uses
|
||||
/// orange instead. The exact RGB values have been tuned for readability when drawn as
|
||||
/// translucent gizmos against Unity's default scene-view background. Tweak the constants below
|
||||
/// if any color reads poorly in practice.
|
||||
///
|
||||
/// The "ErrorPink" color is reserved for diagnostic use: if a volume's owner is
|
||||
/// <see cref="PlayerSlot.None"/> (which should never happen on a valid volume), the gizmo
|
||||
|
|
@ -19,7 +20,7 @@ namespace TD.Core
|
|||
{
|
||||
// Player colors. Hex values are RGB; alpha is set per-gizmo at draw time.
|
||||
// Values are tuned to be saturated enough to read against Unity's default scene background.
|
||||
private static readonly Color Player1Red = HexRGB(0xE0, 0x3A, 0x3A); // red
|
||||
private static readonly Color Player1Orange = HexRGB(0xE0, 0x7A, 0x2E); // orange (red reserved for enemies)
|
||||
private static readonly Color Player2Green = HexRGB(0x3A, 0xC0, 0x4A); // green
|
||||
private static readonly Color Player3Blue = HexRGB(0x3A, 0x7A, 0xE0); // blue
|
||||
private static readonly Color Player4Purple = HexRGB(0xA0, 0x4A, 0xC0); // purple
|
||||
|
|
@ -43,7 +44,7 @@ namespace TD.Core
|
|||
{
|
||||
switch (slot)
|
||||
{
|
||||
case PlayerSlot.Player1: return Player1Red;
|
||||
case PlayerSlot.Player1: return Player1Orange;
|
||||
case PlayerSlot.Player2: return Player2Green;
|
||||
case PlayerSlot.Player3: return Player3Blue;
|
||||
case PlayerSlot.Player4: return Player4Purple;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue