protected override void DrawEntity()
        {
            base.DrawEntity();

            Animation.Frame curFrame = AnimManager.CurrentAnim.CurFrame;

            //Draw the visual segments
            for (int i = 0; i < VisualSegments.Count; i++)
            {
                Vector2 pos = Position;
                pos.Y += (i * (Scale.Y * SegmentHeight)) + ((curFrame.PosOffset.Y + curFrame.DrawRegion.Height) * Scale.Y);
                SpriteRenderer.Instance.Draw(VisualSegments[i].Tex, pos, VisualSegments[i].SourceRect, TintColor, 0f, Vector2.Zero, Scale, EntityType == Enumerations.EntityTypes.Player, false, .09f);
            }
        }
Beispiel #2
0
 public AfterImageState(Vector2 position, Animation.Frame animFrame)
 {
     Position  = position;
     AnimFrame = animFrame;
 }