/// <summary> /// Overrides drawing. /// </summary> /// <param name="sB"></param> public override void Draw(SpriteBatch sB) { // If it has a texture: if (MyObj.GetModule <TextureModule>().Texture != null) { // Draw hitbox: Texture2D tex = MyObj.GetModule <TextureModule>().Texture; // Line across: sB.DrawLine( MyObj.WorldPosition, new Vector2(MyObj.WorldPosition.X + tex.Width, MyObj.WorldPosition.Y), Color.LightGreen, 1 ); sB.DrawLine( new Vector2(MyObj.WorldPosition.X + tex.Width, MyObj.WorldPosition.Y), new Vector2(MyObj.WorldPosition.X + tex.Width, MyObj.WorldPosition.Y + tex.Height), Color.LightGreen, 1 ); sB.DrawLine( new Vector2(MyObj.WorldPosition.X + tex.Width, MyObj.WorldPosition.Y + tex.Height), new Vector2(MyObj.WorldPosition.X, MyObj.WorldPosition.Y + tex.Height), Color.LightGreen, 1 ); sB.DrawLine( new Vector2(MyObj.WorldPosition.X, MyObj.WorldPosition.Y + tex.Height), MyObj.WorldPosition, Color.LightGreen, 1 ); sB.DrawLine( new Vector2(MyObj.WorldPosition.X + tex.Width, MyObj.WorldPosition.Y), new Vector2(MyObj.WorldPosition.X, MyObj.WorldPosition.Y + tex.Height), Color.LightGreen, 1 ); } // Else hitArea is 0 else { } }
public override void Update(GameTime gT) { TextureModule texModule = MyObj.GetModule <TextureModule>(); if (texModule == null) { _bounds = new Rectangle(); return; } if (texModule.Texture == null) { _bounds = new Rectangle(); return; } _bounds = new Rectangle((int)MyObj.WorldPosition.X, (int)MyObj.WorldPosition.Y, texModule.Texture.Width, texModule.Texture.Height); base.Update(gT); }