/// <summary> /// Will render the AI choices as Invisible, the player does not need to see them /// </summary> public void RenderAiOtherChoiceInvisible(GameObject position) { Color32 xOrCircleColor; for (int i = 0; i < position.transform.childCount; i++) { GameObject xOrCircle = (GameObject)position.transform.GetChild(i).gameObject; xOrCircleColor = xOrCircle.GetComponent <ColorControl>().GetColor(); if (xOrCircleColor.ToString().Equals(AlphaColor.ToString())) { xOrCircle.GetComponent <ColorControl>().SetColor(InvisibleColor); } } }
/// <summary> /// Draws texture using the parameters. /// </summary> public void Draw(Texture2D Texture, Vector2 Position, Vector2 Size, Rectangle? Frame, AlphaColor Color, float Z, Vector2 Origin, float Rotation, bool FlipX, bool FlipY) { Engine.SpriteBatch.Draw(Texture, (Position - this.Position) * Zoom, Size * Zoom, Z, Frame, Origin, Rotation, Color, FlipX, FlipY); }
/// <summary> /// Draws texture using the parameters. /// </summary> public void Draw(Texture2D Texture, Vector2 Position, Vector2 Size, Rectangle? Frame, AlphaColor Color, float Z) { Draw(Texture, Position, Size, Frame, Color, Z, Vector2.Zero, 0); }