/// <summary> /// Set up our label for deck count /// </summary> public override void LoadContent() { CheckShouldLoad(); DeckCountLabel = AddChild(new Label(cardsLeftString + Player.CardsLeftInDeck.ToString(), Vector2.Zero)); DeckCountLabel.Colour = Color.White; DeckCountLabel.Hide(); base.LoadContent(); }
/// <summary> /// For the active objects we do some simple animation to show they are being drawn /// </summary> /// <param name="elapsedGameTime"></param> public override void Update(float elapsedGameTime) { base.Update(elapsedGameTime); CardImagesList.RemoveAll(x => !x.IsAlive); foreach (UIObject uiObject in CardImagesList) { uiObject.LocalPosition -= new Vector2(2f, 0); } // Update the visibility of our label count based on whether the mouse is over the collider // Would normally do this in the HandleInput, but our DeckUI can be disabled if it's an opponent DebugUtils.AssertNotNull(Collider); if (Collider.IsMouseOver) { DeckCountLabel.Show(); } else { DeckCountLabel.Hide(); } }