Beispiel #1
0
        //  public static Mod Overhaul { get; set; }



        public bool DrawInterface()
        {
            Main.spriteBatch.End();
            Main.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullCounterClockwise, null, Main.UIScaleMatrix);
            if (Main.netMode == NetmodeID.Server || Main.gameMenu)
            {
                return(true);
            }
            try
            {
                for (int i = 0; i < BaseGui.GuiElements.Count; i += 1)
                {
                    BaseGui gui = BaseGui.GuiElements[i];
                    if (gui.PreDraw())
                    {
                        gui.Draw(Main.spriteBatch, Main.LocalPlayer);
                    }
                }
            }
            catch (SystemException e)
            {
                LogMessage(e.ToString());
            }
            Main.spriteBatch.End();
            Main.spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullCounterClockwise, null, Main.UIScaleMatrix);
            return(true);
        }
Beispiel #2
0
 public void MakeActive()
 {
     foreach (Component comp in gameObject.GetComponents(typeof(BaseGui)))
     {
         if (comp is BaseGui)
         {
             BaseGui baseGui = (BaseGui)comp;
             if (baseGui.enabled && baseGui != this)
             {
                 baseGui.enabled = false;
             }
         }
     }
     this.enabled = true;
 }