public UnitBase(SpriteBatch spriteBatch, Game game, Camera2D cam, MouseHandler mH)
        {
            selectionTexture = game.Content.Load<Texture2D>("UtilityTextures/SBox");

            this.spriteBatch = spriteBatch;
            this.cam = cam;
            this.mH = mH;
            oType = "unitbase";
        }
 public MinionBase(SpriteBatch spriteBatch, Game game, Camera2D cam, MouseHandler mH)
     : base(spriteBatch, game, cam, mH)
 {
     Image = game.Content.Load<Texture2D>("KC_Pong");
     ImageRec = new Rectangle((int)Position.X, (int)Position.Y, Image.Width, Image.Height);
     Position = new Vector2(50, 50);
     OType = "minionbase";
     Health = 100;
     ui = new UI(game, spriteBatch, cam, mH, this);
     unitName = "Minion!";
 }
        //****************************************
        // THIS IS FOR THE MINION CLASS
        //****************************************
        public UI(Game game, SpriteBatch spriteBatch, Camera2D cam, MouseHandler mH, MinionBase m)
        {
            this.game = game;
            this.spriteBatch = spriteBatch;
            this.cam = cam;
            this.mH = mH;

            pos = new Vector2(m.Position.X, m.ImageRec.Height);
            progBox = game.Content.Load<Texture2D>("UtilityTextures/RedBox");
            healthBox = game.Content.Load<Texture2D>("UtilityTextures/RedBox");
            size = new Rectangle((int)m.Position.X, (int)m.Position.Y, m.ImageRec.Width / 10, 10);
            sBar = new StatusBar(m.Position, healthBox, health, size, "Right", spriteBatch, cam);
            //font
            spriteName = game.Content.Load<SpriteFont>("menufont");
            fontLoc = new Vector2(m.Position.X, m.Position.Y - 10);
            name = m.UnitName;
        }
        public Building(SpriteBatch spriteBatch, Game game, Camera2D cam, MouseHandler mH)
            : base(spriteBatch, game, cam, mH)
        {
            Image = game.Content.Load<Texture2D>("CPU_Pong");
            ImageRec = new Rectangle((int)Position.X, (int)Position.Y, Image.Width, Image.Height);
            unitName = "test";
            uniqueName = "101";
            OType = "building";
            Health = 100;

            bList = BuildingList.Barracks;
            bUL = new BandUList(game, spriteBatch, cam, this.Image, this.Position, bList);

            uI = new UI(game, spriteBatch, cam, mH, this);
            this.spriteBatch = spriteBatch;
            this.game = game;
            this.cam = cam;
            this.mH = mH;
        }
        //****************************************
        // THIS IS FOR THE BUILDING CLASS
        //****************************************
        public UI(Game game, SpriteBatch spriteBatch, Camera2D cam, MouseHandler mH, Building b)
        {
            this.game = game;
            this.spriteBatch = spriteBatch;
            this.cam = cam;
            this.mH = mH;

            pos = new Vector2(b.Position.X, b.ImageRec.Height);
            size = new Rectangle((int)b.Position.X, (int)b.Position.Y, b.ImageRec.Width / 10, 10);
            progBox = game.Content.Load<Texture2D>("UtilityTextures/RedBox");
            healthBox = game.Content.Load<Texture2D>("UtilityTextures/RedBox");
            sBar = new StatusBar(pos, healthBox, health, size, "Right", spriteBatch, cam);

            //font
            spriteName = game.Content.Load<SpriteFont>("menufont");
            fontLoc = new Vector2(b.Position.X, b.Position.Y - 10);
            name = b.UnitName;
            //Console.WriteLine("Font Location: " + fontLoc.X + ", " + fontLoc.Y);
        }
        private void UpdateSelection(MouseHandler mouseH)
        {
            selectionBox.X = (int)position.X - cam.CamPosX;
            selectionBox.Y = (int)position.Y - cam.CamPosY;
            selectionBox.Width = image.Width;
            selectionBox.Height = image.Height + 10;

            if (mouseH.MouseCurrentState.LeftButton == ButtonState.Pressed &&
                mouseH.MousePreviousState.LeftButton == ButtonState.Released)
                selection = mouseH.MouseCollision(this.selectionBox, selection);
        }