public override void Evaluate(Microsoft.Xna.Framework.GameTime gt) { if (m_Camera != null && m_SelectionState == SelectingState.Finished) { foreach (Tantric.World.WorldLayer layer in Orchestra.Layers) { foreach (Tantric.World.WorldObject obj in layer.Objects.Values) { if (obj is World.Objects.Human.HumanAssembler) { if (obj.Position.X > m_SelectionBox.X + m_Camera.Position.X && obj.Position.X < m_SelectionBox.Z + m_Camera.Position.X) { if (obj.Position.Y > m_SelectionBox.Y + m_Camera.Position.Y && obj.Position.Y < m_SelectionBox.W + m_Camera.Position.Y) { if (!m_Selected.Contains(obj as World.Objects.Human.HumanAssembler)) { m_Selected.Add(obj as World.Objects.Human.HumanAssembler); } } } } } } m_SelectionBox.X = m_SelectionBox.Y = m_SelectionBox.Z = m_SelectionBox.W = 0; m_SelectionState = SelectingState.Idle; } if (m_Camera == null && Orchestra != null) { m_Camera = Orchestra.Camera; } }
public override void Draw(Microsoft.Xna.Framework.GameTime gt, Microsoft.Xna.Framework.Graphics.SpriteBatch batch, Tantric.Graphical.Camera cam) { batch.Draw(m_Graphic, Position - cam.Position, null, Color.White, (float)Rotation - (float)cam.Rotation, m_Origin, (float)ScaleFactor.X, SpriteEffects.None, 1.0f); }
public override void Draw(Microsoft.Xna.Framework.GameTime gt, Microsoft.Xna.Framework.Graphics.SpriteBatch batch, Tantric.Graphical.Camera cam) { }