Update() public method

Keep an eye on the item and update the icon when it changes.
public Update ( ) : void
return void
        /// <summary>
        /// Draw the wing slots.
        /// </summary>
        /// <param name="spriteBatch">drawing SpriteBatch</param>
        public void Draw(SpriteBatch spriteBatch)
        {
            if (ShouldDrawSlots())
            {
                int   mapH      = 0;
                int   rX        = 0;
                int   rY        = 0;
                float origScale = Main.inventoryScale;

                Main.inventoryScale = 0.85f;

                if (Main.mapEnabled)
                {
                    if (!Main.mapFullscreen && Main.mapStyle == 1)
                    {
                        mapH = 256;
                    }

                    if ((mapH + 600) > Main.screenHeight)
                    {
                        mapH = Main.screenHeight - 600;
                    }
                }

                rX = Main.screenWidth - 92 - (47 * 2);
                rY = mapH + 174;

                if (Main.netMode == 1)
                {
                    rX -= 47;
                }

                EquipWingSlot.Position  = new Vector2(rX, rY);
                VanityWingSlot.Position = new Vector2(rX -= 47, rY);
                WingDyeSlot.Position    = new Vector2(rX -= 47, rY);

                VanityWingSlot.Draw(spriteBatch);
                EquipWingSlot.Draw(spriteBatch);
                WingDyeSlot.Draw(spriteBatch);

                Main.inventoryScale = origScale;

                EquipWingSlot.Update();
                VanityWingSlot.Update();
                WingDyeSlot.Update();

                UIUtils.UpdateInput();
            }
        }
        /// <summary>
        /// Draw the wing slots.
        /// </summary>
        /// <param name="spriteBatch">drawing SpriteBatch</param>
        public void Draw(SpriteBatch spriteBatch)
        {
            int slotLocation;

            if (!ShouldDrawSlots(out slotLocation))
            {
                return;
            }

            int   mapH = 0;
            int   rX;
            int   rY;
            float origScale = Main.inventoryScale;

            Main.inventoryScale = 0.85f;

            if (Main.mapEnabled)
            {
                if (!Main.mapFullscreen && Main.mapStyle == 1)
                {
                    mapH = 256;
                }
            }

            if (slotLocation == 2)
            {
                if (Main.mapEnabled)
                {
                    if ((mapH + 600) > Main.screenHeight)
                    {
                        mapH = Main.screenHeight - 600;
                    }
                }

                rX = Main.screenWidth - 92 - (47 * 2);
                rY = mapH + 174;

                if (Main.netMode == 1)
                {
                    rX -= 47;
                }
            }
            else
            {
                if (Main.mapEnabled)
                {
                    int adjustY = 600;

                    if (Main.player[Main.myPlayer].ExtraAccessorySlotsShouldShow)
                    {
                        adjustY = 610 + PlayerInput.UsingGamepad.ToInt() * 30;
                    }

                    if ((mapH + adjustY) > Main.screenHeight)
                    {
                        mapH = Main.screenHeight - adjustY;
                    }
                }

                int slotCount = 7 + Main.player[Main.myPlayer].extraAccessorySlots;

                if ((Main.screenHeight < 900) && (slotCount >= 8))
                {
                    slotCount = 7;
                }

                rX = Main.screenWidth - 92 - 14 - (47 * 3) - (int)(Main.extraTexture[58].Width * Main.inventoryScale);
                rY = (int)(mapH + 174 + 4 + slotCount * 56 * Main.inventoryScale);
            }

            EquipSlot.Position  = new Vector2(rX, rY);
            VanitySlot.Position = new Vector2(rX -= 47, rY);
            DyeSlot.Position    = new Vector2(rX - 47, rY);

            VanitySlot.Draw(spriteBatch);
            EquipSlot.Draw(spriteBatch);
            DyeSlot.Draw(spriteBatch);

            Main.inventoryScale = origScale;

            EquipSlot.Update();
            VanitySlot.Update();
            DyeSlot.Update();
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Draw the shoe slots.
        /// </summary>
        /// <param name="spriteBatch">drawing SpriteBatch</param>
        public void Draw(SpriteBatch spriteBatch)
        {
            //int slotLocation;

            if (!ShouldDrawSlots())//(out slotLocation)) outdated
            {
                return;
            }

            int   mapH = 0;
            int   rX;
            int   rY;
            float origScale = Main.inventoryScale;

            Main.inventoryScale = 0.85f;

            if (Main.mapEnabled)
            {
                if (!Main.mapFullscreen && Main.mapStyle == 1)
                {
                    mapH = 256;
                }
            }

            if (MagicalThings.ShoeSlotlocation) //(slotLocation == 2) used new config function
            {
                if (Main.mapEnabled)
                {
                    if ((mapH + 569) > Main.screenHeight)
                    {
                        mapH = Main.screenHeight - 569;
                    }
                }

                rX = Main.screenWidth - 92 - (47 * 2);
                rY = mapH + 223;

                if (Main.netMode == NetmodeID.MultiplayerClient)
                {
                    rX -= 47;
                }
            }
            else
            {
                if (Main.mapEnabled)
                {
                    int adjustY = 600;

                    if (Main.player[Main.myPlayer].ExtraAccessorySlotsShouldShow)
                    {
                        adjustY = 610 + PlayerInput.UsingGamepad.ToInt() * 30;
                    }

                    if ((mapH + adjustY) > Main.screenHeight)
                    {
                        mapH = Main.screenHeight - adjustY;
                    }
                }

                int slotCount = 7 + Main.player[Main.myPlayer].extraAccessorySlots;

                if ((Main.screenHeight < 900) && (slotCount >= 8))
                {
                    slotCount = 7;
                }

                rX = Main.screenWidth - 92 - 14 - (47 * 3) - (int)(Main.extraTexture[58].Width * Main.inventoryScale); //58
                rY = (int)(mapH + 127 + 4 + slotCount * 56 * Main.inventoryScale);
            }

            EquipShoeSlot.Position  = new Vector2(rX, rY);
            VanityShoeSlot.Position = new Vector2(rX -= 47, rY);
            ShoeDyeSlot.Position    = new Vector2(rX - 47, rY);

            VanityShoeSlot.Draw(spriteBatch);
            EquipShoeSlot.Draw(spriteBatch);
            ShoeDyeSlot.Draw(spriteBatch);

            Main.inventoryScale = origScale;

            EquipShoeSlot.Update();
            VanityShoeSlot.Update();
            ShoeDyeSlot.Update();
        }