Ejemplo n.º 1
0
        public override void Draw(SpriteBatchUI spriteBatch, Point position)
        {
            AEntity player         = WorldModel.Entities.GetPlayerEntity();
            float   x              = (float)Math.Round((player.Position.X % 256) + player.Position.X_offset) / 256f;
            float   y              = (float)Math.Round((player.Position.Y % 256) + player.Position.Y_offset) / 256f;
            Vector3 playerPosition = new Vector3(x - y, x + y, 0f);
            float   minimapU       = (m_GumpTexture.Width / 256f) / 2f;
            float   minimapV       = (m_GumpTexture.Height / 256f) / 2f;

            VertexPositionNormalTextureHue[] v = new VertexPositionNormalTextureHue[4]
            {
                new VertexPositionNormalTextureHue(new Vector3(position.X, position.Y, 0), playerPosition + new Vector3(-minimapU, -minimapV, 0), new Vector3(0, 0, 0)),
                new VertexPositionNormalTextureHue(new Vector3(position.X + Width, position.Y, 0), playerPosition + new Vector3(minimapU, -minimapV, 0), new Vector3(1, 0, 0)),
                new VertexPositionNormalTextureHue(new Vector3(position.X, position.Y + Height, 0), playerPosition + new Vector3(-minimapU, minimapV, 0), new Vector3(0, 1, 0)),
                new VertexPositionNormalTextureHue(new Vector3(position.X + Width, position.Y + Height, 0), playerPosition + new Vector3(minimapU, minimapV, 0), new Vector3(1, 1, 0))
            };

            spriteBatch.Draw(m_GumpTexture, v, Techniques.MiniMap);

            if (UltimaGame.TotalMS % 500f < 250f)
            {
                if (m_PlayerIndicator == null)
                {
                    m_PlayerIndicator = new Texture2D(spriteBatch.GraphicsDevice, 1, 1);
                    m_PlayerIndicator.SetData <uint>(new uint[1] {
                        0xFFFFFFFF
                    });
                }
                spriteBatch.Draw2D(m_PlayerIndicator, new Vector3(position.X + Width / 2, position.Y + Height / 2 - 8, 0), Vector3.Zero);
            }
        }