text: "use strict";
  var ThisCouldBeBetter;
  (function (ThisCouldBeBetter) {
      var GameFramework;
      (function (GameFramework) {
          class VisualCrosshairs {
              constructor(numberOfLines, radiusOuter, radiusInner, color, lineThickness) {
                  this.numberOfLines = numberOfLines || 4;
                  this.radiusOuter = radiusOuter || 10;
                  this.radiusInner = radiusInner || (this.radiusOuter / 2);
                  this.color = color || GameFramework.Color.Instances().White;
                  this.lineThickness = lineThickness || 1;
              }
              static fromRadiiOuterAndInner(radiusOuter, radiusInner) {
                  return new VisualCrosshairs(null, radiusOuter, radiusInner, null, null);
              }
              draw(uwpe, display) {
                  var entity = uwpe.entity;
                  display.drawCrosshairs(entity.locatable().loc.pos, this.numberOfLines, this.radiusOuter, this.radiusInner, this.color, this.lineThickness);
              }
              // Clonable.
              clone() {
                  return new VisualCrosshairs(this.numberOfLines, this.radiusOuter, this.radiusInner, this.color, this.lineThickness);
              }
              overwriteWith(other) {
                  this.numberOfLines = other.numberOfLines;
                  this.radiusOuter = other.radiusOuter;
                  this.radiusInner = other.radiusInner;
                  this.color = other.color;
                  this.lineThickness = other.lineThickness;
                  return this;
              }
              // Transformable.
              transform(transformToApply) {
                  return this; // todo
              }
          }
          GameFramework.VisualCrosshairs = VisualCrosshairs;
      })(GameFramework = ThisCouldBeBetter.GameFramework || (ThisCouldBeBetter.GameFramework = {}));
  })(ThisCouldBeBetter || (ThisCouldBeBetter = {}));
  