public override void Draw(GameTime gameTime) { _game.GraphicsDevice.Clear(Color.SkyBlue); _game.GameClient.World.Draw(gameTime, _player.IsUnderWater); _player.Draw(gameTime); _debugInfo.Draw(gameTime); _blockSelection.Draw(gameTime); //_weaponManager.Draw(gameTime); // _spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Immediate, SaveStateMode.SaveState); _spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend); if (_player.IsUnderWater) { Rectangle screenRect = new Rectangle(0, 0, _game.GraphicsDevice.Viewport.Width, _game.GraphicsDevice.Viewport.Height); _spriteBatch.Draw(_underWaterTexture, screenRect, Color.White); } _spriteBatch.Draw(_crosshairTexture, new Vector2( (Game.GraphicsDevice.Viewport.Width / 2) - 10, (Game.GraphicsDevice.Viewport.Height / 2) - 10), Color.White); _blockPicker.Draw(gameTime); _spriteBatch.End(); }