public override void DrawAnimation(Spine.SkeletonMeshRenderer skeletonRenderer) { bool spyAnimationIsPlaying = currentAnimation == specialAnimations[Character.Special.Spy]; if (currentAnimation.IsPlayingAnimation && spyAnimationIsPlaying) { currentAnimation.Draw(skeletonRenderer); } if (show || myAttackTurn) { character.DrawAnimation(skeletonRenderer); } if (show || !myAttackTurn) { enemyCharacter.DrawAnimation(skeletonRenderer); } if (hitEffect.Time < END_TIME_HIT_ANIMATION) { hitEffect.Draw(skeletonRenderer); } if (currentAnimation.IsPlayingAnimation && !spyAnimationIsPlaying) { currentAnimation.Draw(skeletonRenderer); } }
public override void DrawAnimation(Spine.SkeletonMeshRenderer skeletonRenderer) { StateManager.GetState(1).DrawAnimation(skeletonRenderer); if (selected >= 0) { if (moveArrows != null) { for (int i = 0; i < moveArrows.Count; i++) { moveArrows[i].Draw(skeletonRenderer); } } if (attackIcons != null && Armies.army[selected].waypoints.Count == 0) { for (int i = 0; i < attackIcons.Count; i++) { attackIcons[i].Draw(skeletonRenderer); } } } statsUI.DrawAnimation(skeletonRenderer); }
public override void DrawAnimation(Spine.SkeletonMeshRenderer skeletonRenderer) { searchMatchAnimation.Draw(skeletonRenderer); }
public override void DrawAnimation(Spine.SkeletonMeshRenderer skeletonRenderer) { //shineForeground.Draw(skeletonRenderer); }