public virtual void Draw(SpriteBatch spriteBatch) { spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null, Global.Camera.TranslationMatrix); if (isInvisShaderOn) { Global.Effects.InvisEffect.CurrentTechnique.Passes[0].Apply(); } if (isBerserkerShaderOn) { Global.Effects.BerserkEffect.CurrentTechnique.Passes[0].Apply(); } if (isBlackShaderOn) { Global.Effects.BlackEffect.CurrentTechnique.Passes[0].Apply(); } if (isBurnShaderOn) { if (shaderHealthStatePulse == true) { Global.Effects.BurnEffect.CurrentTechnique.Passes[0].Apply(); } } if (isFreezeShaderOn) { if (shaderHealthStatePulse == true) { Global.Effects.FreezeEffect.CurrentTechnique.Passes[0].Apply(); } } if (isHitShaderOn) { Global.Effects.HitEffect.CurrentTechnique.Passes[0].Apply(); } _animationManager.Draw(spriteBatch); spriteBatch.End(); }
public void Draw(SpriteBatch spriteBatch) { _animationManager.Draw(spriteBatch, Layers.Text); }