public override void DrawPopup() { //PopUp-Menü zeichnen base.DrawPopup(); //Überprüfen ob Waffe/Rüstung vorhanden, ansonsten leeres-Objekt erzeugen Item tempWeap; if (P.Weapon != null) { tempWeap = P.Weapon; } else { tempWeap = new EmptyItem(); } Item tempArmor; if (P.Armor != null) { tempArmor = P.Armor; } else { tempArmor = new EmptyItem(); } //Festlegen der Größe SetBitmapAndTileSize(tempWeap.ItemBitmap); //Zeichnen der Markierung DrawCurrentSelectedItemHighlight(); //Daten für Position/Größe yPos = 1; xPadding = TileSize; //Überschrift des Pop-Ups zeichnen DrawHeader("Inventar"); //Ausgerüstete Waffe inklusive Equip-Zeichen zeichnen DrawItem(tempWeap); Context.DrawString("E", SystemFonts.DefaultFont, Brushes.Yellow, xPosItemBitmap + ItemBitmapSize * 0.65f, yPosItemBitmap + ItemBitmapSize - (ItemBitmapSize / 2)); yPos++; DrawHorizontalSeperatorLine(new Pen(IconBackgroundBrush, ItemBitmapSize / 16), GetMenuRectangle().Top + GetMenuRectangle().Height *0.10f); //Ausgerüstete Armor inklusive Equip-Zeichen zeichnen DrawItem(tempArmor); Context.DrawString("E", SystemFonts.DefaultFont, Brushes.Yellow, xPosItemBitmap + ItemBitmapSize * 0.65f, yPosItemBitmap + ItemBitmapSize - (ItemBitmapSize / 2)); yPos++; DrawHorizontalSeperatorLine(new Pen(IconBackgroundBrush, ItemBitmapSize / 16), yPosItemBitmap + ItemBitmapSize * 1.5f); yPos++; for (int i = 0; i < P.InventorySpace; i++) { Item tempItem; if (P.Items.Count > 0 && i < P.Items.Count) { if (P.Items[i] != null) { tempItem = P.Items[i]; } else { tempItem = new EmptyItem(); } } else { tempItem = new EmptyItem(); } DrawItem(tempItem); yPos++; } //Zeichnen der Detail-Box if (itemSelected) { DrawItemDetailBox(); DrawVerticalSeperatorLine(new Pen(IconBackgroundBrush, ItemBitmapSize / 16), GetMenuRectangleF().Right - 1); DrawCurrentItemName(); } }
public override void DrawPopup() { //PopUp-Menü zeichnen base.DrawPopup(); itemBitmapSize = (float)(tileSize + PopupSizeX * 0.06); //Überprüfen ob Waffe/Rüstung vorhanden, ansonsten leeres-Objekt erzeugen Item tempWeap; if (p.Weapon != null) { tempWeap = p.Weapon; } else { tempWeap = new EmptyItem(); } Item tempArmor; if (p.Armor != null) { tempArmor = p.Armor; } else { tempArmor = new EmptyItem(); } //Daten für Position/Größe yPos = 1; tileSize = tempWeap.ItemBitmap.Width; xPadding = tileSize; //Iconposition Ausgerüstete Waffe DrawHeader("Inventar"); DrawItem(tempWeap); yPos++; DrawSeperatorLine(new Pen(iconBackgroundBrush, itemBitmapSize / 16), yPosItemBitmap - itemBitmapSize * 0.75f); //Iconposition ausgerüstete Rüstung DrawItem(tempArmor); //Context.DrawImage(tempArmor.ItemBitmap, xPosItemBitmap, yPosItemBitmap, itemBitmapSize, itemBitmapSize); yPos++; //Context.DrawLine(new Pen(Color.DarkGray,itemBitmapSize/16),GetMenuRectangle().X, yPosItemBitmap+itemBitmapSize*1.5f, GetMenuRectangleF().Right, yPosItemBitmap+itemBitmapSize*1.5f); DrawSeperatorLine(new Pen(iconBackgroundBrush, itemBitmapSize / 16), yPosItemBitmap + itemBitmapSize * 1.5f); yPos++; for (int i = 0; i < p.InventorySpace; i++) { Item tempItem; if (p.Items.Count > 0 && i < p.Items.Count) { if (p.Items[i] != null) { tempItem = p.Items[i]; } else { tempItem = new EmptyItem(); } } else { tempItem = new EmptyItem(); } DrawItem(tempItem); yPos++; } }