private void draw_leader_data(SpriteBatch sprite_batch, Vector2 offset) { sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); // Team leader // Background UnitBg.draw(sprite_batch, offset); // Labels Lv_Label.draw(sprite_batch, offset); Hp_Label.draw(sprite_batch, offset); Hp_Slash.draw(sprite_batch, offset); RatingLabel.draw(sprite_batch, offset); sprite_batch.End(); // Data Face.draw(sprite_batch, offset); sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); Leader_Name.draw(sprite_batch, offset); Lvl.draw(sprite_batch, offset); Hp.draw(sprite_batch, offset); Hp_Max.draw(sprite_batch, offset); Rating.draw(sprite_batch, offset); LeaderWeapon.draw(sprite_batch, offset); Map_Sprite.draw(sprite_batch, offset); sprite_batch.End(); }
public override void draw(SpriteBatch sprite_batch, Vector2 draw_offset = default(Vector2)) { if (texture != null) { if (visible) { Vector2 offset = this.offset; // Face Sprite Face_Img.draw(sprite_batch, -draw_vector()); sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, null, null); // Window sprite_batch.Draw(texture, this.loc + draw_vector(), new Rectangle(0, 32, 135, 71), tint, 0f, offset, 1f, SpriteEffects.None, Z); // Header sprite_batch.Draw(texture, Header_Loc + draw_vector(), new Rectangle(3, 0, 129, 23), tint, 0f, Header_Offset, Header_Scale, SpriteEffects.None, Z); // Bar effects foreach (Spark effect in Bars) { effect.draw(sprite_batch, -draw_vector()); } // Class Name Class_Name.loc = Header_Loc + new Vector2(8, 0); Class_Name.scale = Header_Scale; Class_Name.draw(sprite_batch, -draw_vector()); // Lv Label Lv_Label.loc = Header_Loc + new Vector2(8, 0); Lv_Label.scale = Header_Scale; Lv_Label.draw(sprite_batch, -draw_vector()); // Level Level.loc = Header_Loc + new Vector2(8, 0); Level.scale = Header_Scale; Level.draw(sprite_batch, -draw_vector()); // Stat Labels foreach (TextSprite label in Stat_Labels) { label.loc = loc + new Vector2(12, 0); label.draw(sprite_batch, -draw_vector()); } // Stat foreach (TextSprite stat in Stats) { stat.loc = loc + new Vector2(0, 0); stat.draw(sprite_batch, -draw_vector()); } // Arrow effects foreach (Spark effect in Arrows) { effect.draw(sprite_batch, -draw_vector()); } // Stat Gain effects foreach (Stat_Up_Num effect in Stat_Gains) { effect.draw(sprite_batch, -draw_vector()); } // Swirl effects foreach (Spark effect in Swirls) { effect.draw(sprite_batch, -draw_vector()); } sprite_batch.End(); } } }