public void DrawOnMinimap(IMinimap minimap) { const float MaxRadius = 22f; const float MinRadius = 15f; var remainingDuration = this.RemainingDuration; var position = minimap.WorldToMinimap(this.teleportPosition, 25 * Hud.Info.ScreenRatio); var radius = (((remainingDuration / this.duration) * (MaxRadius - MinRadius)) + MinRadius) * Hud.Info.ScreenRatio; var range = new Vector2((float)Math.Cos(-remainingDuration), (float)Math.Sin(-remainingDuration)) * radius; RendererManager.DrawCircle(position.Center, radius, this.color, 3); RendererManager.DrawLine(position.Center, position.Center + range, this.color, 2); RendererManager.DrawTexture(this.minimapTexture, position, TextureType.MiniUnit); }
private void OnDrawDebug() { try { RendererManager.DrawRectangle(this.minimap, Color.White, 2); RendererManager.DrawCircle(this.WorldToMinimap(GameManager.MousePosition), 2, Color.White); foreach (var tower in EntityManager9.Units.Where(x => x.IsTower)) { RendererManager.DrawCircle(this.WorldToMinimap(tower.Position), 6, Color.White); } } catch { //ignore } }