/// <summary> /// De-serialize the effect /// </summary> /// <param name="reader">Reader instance</param> public virtual void Read(BinaryReader reader) { renderOrder = (RenderFunctions.RenderOrder)reader.ReadInt32(); mFramesTotal = reader.ReadInt32(); mFramesRemaining = reader.ReadInt32(); mIsBlocking = reader.ReadBoolean(); }
/// <summary> /// Render the effects /// </summary> /// <param name="renderOrder">Render order</param> public void Render(RenderFunctions.RenderOrder renderOrder) { for (int i = 0; i < mEffects.Count; i++) { if (mEffects[i].renderOrder == renderOrder) { mEffects[i].Render(); } } }
/// <summary> /// Initialize the entity /// </summary> /// <param name="pos">Position</param> /// <param name="sprite">Sprite to draw with</param> /// <param name="color">Color</param> /// <param name="name">String name</param> /// <param name="renderOrder">Rendering order</param> /// <param name="blocks">Whether the entity is blocking</param> public void Initialize( Vector2i pos, PackedSpriteID sprite, Color32 color, FastString name, RenderFunctions.RenderOrder renderOrder, bool blocks = false) { this.pos = pos; this.sprite = sprite; this.color = color; this.name.Append(name); this.blocks = blocks; this.renderOrder = renderOrder; }