diff --git a/src/main/java/com/atsuishio/superbwarfare/client/screens/FuMO25Screen.java b/src/main/java/com/atsuishio/superbwarfare/client/screens/FuMO25Screen.java index 546f8f2dd..c792811a2 100644 --- a/src/main/java/com/atsuishio/superbwarfare/client/screens/FuMO25Screen.java +++ b/src/main/java/com/atsuishio/superbwarfare/client/screens/FuMO25Screen.java @@ -49,7 +49,13 @@ public class FuMO25Screen extends AbstractContainerScreen { renderScan(pGuiGraphics); // 网格线 - pGuiGraphics.blit(TEXTURE, i + 8, j + 11, 0, 167, 147, 147, 358, 328); + renderXLine(pGuiGraphics, pPartialTick, i, j); + + RenderSystem.disableDepthTest(); + RenderSystem.depthMask(false); + RenderSystem.enableBlend(); + RenderSystem.setShader(GameRenderer::getPositionTexShader); + RenderSystem.blendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO); // FE long energy = FuMO25Screen.this.menu.getEnergy(); @@ -57,6 +63,21 @@ public class FuMO25Screen extends AbstractContainerScreen { pGuiGraphics.blit(TEXTURE, i + 278, j + 39, 178, 167, (int) (54 * energyRate), 16, 358, 328); } + private void renderXLine(GuiGraphics guiGraphics, float partialTick, int i, int j) { + var poseStack = guiGraphics.pose(); + poseStack.pushPose(); + + RenderSystem.disableDepthTest(); + RenderSystem.depthMask(false); + RenderSystem.enableBlend(); + RenderSystem.setShader(GameRenderer::getPositionTexShader); + RenderSystem.blendFunc(GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ONE); + + guiGraphics.blit(TEXTURE, i + 8, j + 11, 0, 167, 147, 147, 358, 328); + + poseStack.popPose(); + } + private void renderTargets(GuiGraphics guiGraphics) { var entities = FuMO25ScreenHelper.entities; if (entities == null || entities.isEmpty()) return; @@ -92,12 +113,6 @@ public class FuMO25Screen extends AbstractContainerScreen { var poseStack = guiGraphics.pose(); poseStack.pushPose(); - RenderSystem.disableDepthTest(); - RenderSystem.depthMask(false); - RenderSystem.enableBlend(); - RenderSystem.setShader(GameRenderer::getPositionTexShader); - RenderSystem.blendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO); - int i = (this.width - this.imageWidth) / 2; int j = (this.height - this.imageHeight) / 2;