Esempio n. 1
0
        public override void Draw(GameTime gameTime, VariableBundle gameState, SpriteBatch spriteBatch)
        {
            spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, Window.rasterizerState, null, this.mxTWindowToScreen);
            spriteBatch.DrawString(_spriteFont, _text, new Vector2(this.center.X - (_v2TextSize.X / 2), textTopBuffer), Color.Black);
            spriteBatch.End();

            //_buttonOK.background = this.background;
            _buttonOK.decorations = this.decorations;
            _buttonOK.Draw(gameTime, gameState, spriteBatch, this.baseGame, this.mxTWindowToScreen);
        }
Esempio n. 2
0
        public Frame getCurrentFrame(GameTime gameTime, VariableBundle gameState)
        {
            if ((this.animations == null) || (this.animations.Count <= 0))
                return null;

            // Get the appropriate animation based on the conditions.
            // TODO: Consider a scoring system, one with most matches wins?
            foreach (Animation animation in this.animations)
            {
                if (!animation.isValid(gameState))
                    continue;

                return animation.getCurrentFrame(gameTime);
            }

            // Have to return something...
            // TODO: Consider just returning null?
            return this.animations[0].getCurrentFrame(gameTime);
        }
Esempio n. 3
0
 public void Draw(GameTime gameTime, VariableBundle gameState, SpriteBatch spriteBatch, Rectangle destinationRectangle, Color color, float rotation, Vector2 origin, float layerDepth)
 {
     // NOTE: origin is in SOURCE (frame) coordinates!
     Frame frame = getCurrentFrame(gameTime, gameState);
     spriteBatch.DrawEx(this.texture, destinationRectangle, frame.bounds, color, rotation, origin, SpriteEffects.None, layerDepth);
 }
Esempio n. 4
0
 public void Draw(GameTime gameTime, VariableBundle gameState, SpriteBatch spriteBatch, Point destinationPoint)
 {
     Frame frame = getCurrentFrame(gameTime, gameState);
     spriteBatch.DrawEx(this.texture, new Rectangle(destinationPoint.X, destinationPoint.Y, frame.bounds.Width, frame.bounds.Height), frame.bounds, Color.White);
 }
Esempio n. 5
0
 public void Draw(GameTime gameTime, VariableBundle gameState, SpriteBatch spriteBatch, Rectangle destinationRectangle, Color color)
 {
     Frame frame = getCurrentFrame(gameTime, gameState);
     spriteBatch.DrawEx(this.texture, destinationRectangle, frame.bounds, color);
 }
Esempio n. 6
0
 public void Draw(GameTime gameTime, VariableBundle gameState, SpriteBatch spriteBatch, Rectangle destinationRectangle)
 {
     Draw(gameTime, gameState, spriteBatch, destinationRectangle, Color.White);
 }
Esempio n. 7
0
        // TODO: Consider moving this somewhere (Condition?) and we need to implement some sort of "scoring" system --
        //       so that two conditions matching is better than just one (note in either case, a non-match is a non-starter),
        //       and even maybe some operations "mean" more than others.
        //       For example, if you have one Animation with a condition of A=0 and another with A=0 and B=0 then gameState
        //       with both A and B=0 should pick the second, not the first, animation, since it is a more exact match.
        //       Also, a condition with A=5 and another with 2<A<6 should favor the second if A=5 in the gameState.
        public bool isValid(VariableBundle gameState)
        {
            if ((_conditions == null) || (_conditions.Count <= 0))
                return true;

            // AND
            if (Animation._conditionAND)
            {
                foreach (Condition condition in _conditions)
                {
                    if (condition.isValid(gameState))
                        continue;

                    return false;
                }

                return true;
            }

            // OR
            foreach (Condition condition in _conditions)
            {
                if (!condition.isValid(gameState))
                    continue;

                return true;
            }

            return false;
        }
Esempio n. 8
0
        private void drawArrow(SpriteBatch spriteBatch, GameTime gameTime, VariableBundle gameState, int offset, int arrowY, int arrowLeftX, int arrowRightX, int middleLeftTraderX, int middleRightTraderX, int middleBufferX, int itemWidth, string tradeItem)
        {
            // Set the correct arrow direction based on whether the trade item is being given away or received.
            Arrow arrow = _arrowLtR;
            VariableBundle trader = this.leftTrader;
            if (offset < 0)
            {
                arrow = _arrowRtL;
                trader = this.rightTrader;
            }

            // Load the current frame for the arrow parts.
            Frame fTail = arrow.gTail.getCurrentFrame(gameTime, gameState);
            Frame fBody = arrow.gBody.getCurrentFrame(gameTime, gameState);
            Frame fHead = arrow.gHead.getCurrentFrame(gameTime, gameState);

            // Determine the available width of the arrow -- this is the space between the head and tail, i.e. the body.
            // This width will scale with the amount of the item being traded (relative to the total amount available to trade).
            int arrowAvailableWidth = ((middleLeftTraderX - middleBufferX) - arrowLeftX) - fTail.bounds.Width - fHead.bounds.Width;

            _arrowAvailableL = new Rectangle(arrowLeftX + fTail.bounds.Width, 0, arrowAvailableWidth, 0);
            _arrowAvailableR = new Rectangle(middleRightTraderX + itemWidth + middleBufferX + fHead.bounds.Width, 0, arrowAvailableWidth, 0);

            if (offset == 0)
                return;

            // Get the current sum of the good.  This will be the original value supplied to the dialog, as it
            // isn't adjusted in place until a successful trade -- offset stores the changes in the meantime so Cancel
            // can just undo everything "for free".
            int sum = trader.getValue<int>(tradeItem);
            if (tradeItem == "food")
                sum = IntoTheNewWorld.Instance.totalFoodToWeeks(sum, leftTrader.getValue<int>("men"));

            // Determine the actual width of the body.
            int arrowWidth = (int)(((float)Math.Abs(offset) / (float)sum) * (float)arrowAvailableWidth);

            int tailX = arrowLeftX;
            int bodyX = arrowLeftX + fTail.bounds.Width;
            int headX = arrowLeftX + fTail.bounds.Width + arrowWidth;
            if (offset < 0)
            {
                tailX = arrowRightX - fTail.bounds.Width;
                bodyX = arrowRightX - fTail.bounds.Width - arrowWidth;
                headX = arrowRightX - fTail.bounds.Width - arrowWidth - fHead.bounds.Width;
            }

            // Draw tail, body and head.
            arrow.gTail.Draw(fTail, spriteBatch, new Point(tailX, arrowY));
            arrow.gBody.Draw(fBody, spriteBatch, new Rectangle(bodyX, arrowY, arrowWidth, fBody.bounds.Height));
            arrow.gHead.Draw(fHead, spriteBatch, new Point(headX, arrowY));
        }
Esempio n. 9
0
        public TradeWindow(Vector2 v2Center, int width, VariableBundle leftTrader, VariableBundle rightTrader, TradingPartner partner, int unlocks, string leftTraderString, string rightTraderString)
            : base(v2Center, IntoTheNewWorld.Instance)
        {
            this.bounds = new Rectangle(this.bounds.X, this.bounds.Y, width, this.bounds.Height);

            this.leftTrader = leftTrader;
            this.rightTrader = rightTrader;
            _partner = partner;
            _unlocks = unlocks;
            _leftTraderString = leftTraderString;
            _rightTraderString = rightTraderString;

            _dictValueByTradeItem = getAcceptedTradeItems();

            List<string> leftTradeItems = this.leftTrader.variables.Where(variable => (this.leftTrader.getValue<int>(variable) > 0) && _dictValueByTradeItem.ContainsKey(variable)).ToList();
            List<string> rightTradeItems = this.rightTrader.variables.Where(variable => (this.rightTrader.getValue<int>(variable) > 0) && _dictValueByTradeItem.ContainsKey(variable)).ToList();

            // The list of items that can be traded is the union of the two traders' pile of items to trade.
            //_tradeItems = this.leftTrader.variables.Union(this.rightTrader.variables).Distinct().ToList();
            _tradeItems = leftTradeItems.Union(rightTradeItems).Distinct().ToList();

            _dictIndexByTradeItem = new Dictionary<string, int>();
            for (int i = 0; i < _tradeItems.Count; i++)
                _dictIndexByTradeItem.Add(_tradeItems[i], i);

            _offsets = new List<int>(_tradeItems.Count);
            _tradeItems.ForEach(ti => _offsets.Add(0));

            _values = new List<int>(_tradeItems.Count);
            _tradeItems.ForEach(ti => _values.Add(1));
            for (int i = 0; i < _tradeItems.Count; i++)
                _values[i] = _dictValueByTradeItem[_tradeItems[i]];

            //_sums = new List<int>(_tradeItems.Count);
            //foreach (string tradeItem in _tradeItems)
            //{
            //    int sum = 0;
            //    int val;
            //    if (leftTrader.getValue(tradeItem, out val))
            //        sum += val;
            //    if (rightTrader.getValue(tradeItem, out val))
            //        sum += val;
            //    _sums.Add(sum);
            //}

            //_tradeItemHotspots = new List<Rectangle>(_tradeItems.Count);
            //_tradeItems.ForEach(ti => _tradeItemHotspots.Add(new Rectangle(0, 0, 0, 0)));

            Graphic gArrowLtRTail = IntoTheNewWorld.Instance.dictGraphics["trade_ltr_arrow_tail"];
            Graphic gArrowLtRBody = IntoTheNewWorld.Instance.dictGraphics["trade_ltr_arrow_body"];
            Graphic gArrowLtRHead = IntoTheNewWorld.Instance.dictGraphics["trade_ltr_arrow_head"];
            _arrowLtR = new Arrow(gArrowLtRTail, gArrowLtRBody, gArrowLtRHead);

            Graphic gArrowRtLTail = IntoTheNewWorld.Instance.dictGraphics["trade_rtl_arrow_tail"];
            Graphic gArrowRtLBody = IntoTheNewWorld.Instance.dictGraphics["trade_rtl_arrow_body"];
            Graphic gArrowRtLHead = IntoTheNewWorld.Instance.dictGraphics["trade_rtl_arrow_head"];
            _arrowRtL = new Arrow(gArrowRtLTail, gArrowRtLBody, gArrowRtLHead);

            _lockedLeft = new List<LockedState>(_tradeItems.Count);
            _tradeItems.ForEach(ti => _lockedLeft.Add(LockedState.None));
            _lockedRight = new List<LockedState>(_tradeItems.Count);
            _tradeItems.ForEach(ti => _lockedRight.Add(LockedState.None));
            _desired = new List<bool>(_tradeItems.Count);
            _tradeItems.ForEach(ti => _desired.Add(false));
            _undesired = new List<bool>(_tradeItems.Count);
            _tradeItems.ForEach(ti => _undesired.Add(false));

            if (isAIPartner())
                initializeAIState();

            initializeButtons();
            initializeHotspots();

            _textHeight = (int)_font.MeasureString("1").Y;

            int height = _itemsTop + _tradeItems.Count * (gArrowLtRBody.defaultBounds.Height + _itemsYBuffer + _textHeight) + _itemsBottom + _buttonOK.bounds.Height + this.buttonBottomBuffer;
            this.bounds = new Rectangle(this.bounds.X, this.bounds.Y, this.bounds.Width, height);
        }
Esempio n. 10
0
        public override void Draw(GameTime gameTime, VariableBundle gameState, SpriteBatch spriteBatch)
        {
            _buttonOK.decorations = this.decorations;
            _buttonCancel.decorations = this.decorations;
            if (_buttonTakeAll != null)
                _buttonTakeAll.decorations = this.decorations;

            Color textColor = Color.Black;

            Graphic gPixel = IntoTheNewWorld.Instance.dictGraphics["trade_onepixel"];
            Frame fPixel = gPixel.getCurrentFrame(gameTime, gameState);

            Graphic gLocked = IntoTheNewWorld.Instance.dictGraphics["trade_locked"];
            Frame fLocked = gLocked.getCurrentFrame(gameTime, gameState);

            Graphic gUnlocked = IntoTheNewWorld.Instance.dictGraphics["trade_unlocked"];
            Frame fUnlocked = gUnlocked.getCurrentFrame(gameTime, gameState);

            Graphic gDesired = IntoTheNewWorld.Instance.dictGraphics["trade_desired"];
            Frame fDesired = gDesired.getCurrentFrame(gameTime, gameState);

            Graphic gUpGreen = IntoTheNewWorld.Instance.dictGraphics["trade_upgreen"];
            Frame fUpGreen = gUpGreen.getCurrentFrame(gameTime, gameState);

            Graphic gDownRed = IntoTheNewWorld.Instance.dictGraphics["trade_downred"];
            Frame fDownRed = gDownRed.getCurrentFrame(gameTime, gameState);

            // TODO: Just let Window handle this?  Or have it everywhere?
            spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, Window.rasterizerState, null, this.mxTWindowToScreen);

            Graphic g;

            // Draw the background if it wasn't already provided to the Window.
            if (this.background == null)
            {
                g = IntoTheNewWorld.Instance.dictGraphics["trade_background"];
                //spriteBatch.Draw(IntoTheNewWorld.Instance.getTexture(g), new Rectangle(0, 0, this.bounds.Width, this.bounds.Height), g.getCurrentFrame(gameTime, gameState).bounds, Color.White);
                gPixel.Draw(fPixel, spriteBatch, new Rectangle(0, 0, this.bounds.Width, this.bounds.Height), Color.Tan);
            }

            // TODO: Combine items and arrows drawing, cache Graphics, etc.

            // Draw items...
            int itemsXBuffer = 20;
            int leftTraderX = itemsXBuffer + (isAIPartner() ? fUpGreen.bounds.Width : 0);
            int rightTraderX = -1;
            int middleLeftTraderX = -1;
            int middleRightTraderX = -1;

            int itemsMaxWidth = 0;

            int middleTraderX = -1;

            int currentY = _itemsTop;
            for (int i = 0; i < _tradeItems.Count; i++)
            {
                string tradeItem = _tradeItems[i];

                g = IntoTheNewWorld.Instance.dictGraphics["trade_" + tradeItem];
                Frame f = g.getCurrentFrame(gameTime, gameState);

                itemsMaxWidth = Math.Max(itemsMaxWidth, f.bounds.Width);

                rightTraderX = this.bounds.Width - itemsXBuffer - f.bounds.Width;
                middleLeftTraderX = (int)this.center.X - (f.bounds.Width) - itemsXBuffer;
                middleRightTraderX = (int)this.center.X + itemsXBuffer;
                if (_offsets[i] > 0)
                    middleTraderX = middleLeftTraderX;
                else
                    middleTraderX = middleRightTraderX;

                // Draw the hover background.
                _tradeItemHotspots[i].bounds = new Rectangle(leftTraderX, currentY, (rightTraderX + f.bounds.Width) - leftTraderX, f.bounds.Height);
                if (this.pointerOverHotspot == _tradeItemHotspots[i])
                    gPixel.Draw(fPixel, spriteBatch, this.pointerOverHotspot.bounds, Color.Beige);

                // Draw the desired green up arrow.
                if (_desired[i])
                    gUpGreen.Draw(fUpGreen, spriteBatch, new Point(leftTraderX - fUpGreen.bounds.Width, currentY + ((f.bounds.Height - fUpGreen.bounds.Height) / 2)));
                else if (_undesired[i])
                    gDownRed.Draw(fDownRed, spriteBatch, new Point(leftTraderX - fDownRed.bounds.Width, currentY + ((f.bounds.Height - fDownRed.bounds.Height) / 2)));

                // Draw left.
                g.Draw(f, spriteBatch, new Point(leftTraderX, currentY));
                if (isAIPartnerActive())
                {
                    if (_lockedLeft[i] == LockedState.Locked)
                        gLocked.Draw(fLocked, spriteBatch, new Point(leftTraderX, currentY));
                    else if (_lockedLeft[i] == LockedState.Unlocked)
                        gUnlocked.Draw(fUnlocked, spriteBatch, new Point(leftTraderX, currentY));
                    if (_desired[i])
                        gDesired.Draw(fDesired, spriteBatch, new Point(leftTraderX + f.bounds.Width - fDesired.bounds.Width, currentY));
                }

                // Draw right.
                g.Draw(f, spriteBatch, new Point(rightTraderX, currentY));
                if (isAIPartnerActive())
                {
                    if (_lockedRight[i] == LockedState.Locked)
                        gLocked.Draw(fLocked, spriteBatch, new Point(rightTraderX, currentY));
                    else if (_lockedRight[i] == LockedState.Unlocked)
                        gUnlocked.Draw(fUnlocked, spriteBatch, new Point(rightTraderX, currentY));
                }

                // Draw middle.
                if (_offsets[i] != 0)
                    g.Draw(f, spriteBatch, new Point(middleTraderX, currentY));

                int textY = currentY + f.bounds.Height;

                int leftMen = leftTrader.getValue<int>("men");
                bool food = (tradeItem == "food");

                int sum = leftTrader.getValue<int>(tradeItem);
                int adjustedValue = (sum - _offsets[i]);
                string svalue = "" + sum + ((adjustedValue != sum) ? (" (" + adjustedValue + ")") : "");
                if (food)
                {
                    sum = IntoTheNewWorld.Instance.totalFoodToWeeks(sum, leftMen);
                    adjustedValue = IntoTheNewWorld.Instance.totalFoodToWeeks(adjustedValue, leftMen);
                    svalue = "" + sum + "w" + ((adjustedValue != sum) ? (" (" + adjustedValue + "w)") : "");
                }
                spriteBatch.DrawString(_font, svalue, new Vector2(leftTraderX, textY), textColor);

                sum = rightTrader.getValue<int>(tradeItem);
                adjustedValue = (sum + _offsets[i]);
                svalue = ((adjustedValue != sum) ? ("(" + adjustedValue + ") ") : "") + sum;
                if (food)
                {
                    sum = IntoTheNewWorld.Instance.totalFoodToWeeks(sum, leftMen);
                    adjustedValue = IntoTheNewWorld.Instance.totalFoodToWeeks(adjustedValue, leftMen);
                    svalue = ((adjustedValue != sum) ? ("(" + adjustedValue + "w) ") : "") + sum + "w";
                }
                Vector2 v2svalueDims = _font.MeasureString(svalue);
                spriteBatch.DrawString(_font, svalue, new Vector2(rightTraderX + f.bounds.Width - v2svalueDims.X, textY), textColor);

                int offset = _offsets[i];
                if (_offsets[i] != 0)
                {
                    offset = Math.Abs(offset);
                    svalue = ("" + offset);
                    if (food)
                    {
                        offset = IntoTheNewWorld.Instance.totalFoodToWeeks(offset, leftMen);
                        svalue = (offset + "w");
                    }
                    //int textWidth = (int)_font.MeasureString("" + Math.Abs(_offsets[i])).X;
                    //spriteBatch.DrawString(_font, "" + Math.Abs(_offsets[i]), new Vector2((middleTraderX + (f.bounds.Width / 2)) - (textWidth / 2), textY), textColor);
                    int textWidth = (int)_font.MeasureString(svalue).X;
                    spriteBatch.DrawString(_font, svalue, new Vector2((middleTraderX + (f.bounds.Width / 2)) - (textWidth / 2), textY), textColor);
                }

                currentY += f.bounds.Height + _itemsYBuffer + _textHeight;
            }

            _leftItem = new Rectangle(leftTraderX, 0, itemsMaxWidth, 0);
            _rightItem = new Rectangle(rightTraderX, 0, itemsMaxWidth, 0);
            _middleLeftItem = new Rectangle(middleLeftTraderX, 0, itemsMaxWidth, 0);
            _middleRightItem = new Rectangle(middleRightTraderX, 0, itemsMaxWidth, 0);

            // Draw arrows...
            int arrowXBuffer = 10;
            int arrowY;

            int arrowHeight = _arrowLtR.gBody.getCurrentFrame(gameTime, gameState).bounds.Height;

            currentY = _itemsTop;
            for (int i = 0; i < _offsets.Count; i++)
            {
                //int arrowLeftX = itemsXBuffer + itemsMaxWidth + arrowXBuffer;
                int arrowLeftX = leftTraderX + itemsMaxWidth + arrowXBuffer;
                int arrowRightX = this.bounds.Width - itemsXBuffer - itemsMaxWidth - arrowXBuffer;

                string tradeItem = _tradeItems[i];
                int offset = _offsets[i];
                if (tradeItem == "food")
                    offset = IntoTheNewWorld.Instance.totalFoodToWeeks(offset, leftTrader.getValue<int>("men"));

                g = IntoTheNewWorld.Instance.dictGraphics["trade_" + tradeItem];
                Frame f = g.getCurrentFrame(gameTime, gameState);

                arrowY = currentY + ((f.bounds.Height - arrowHeight) / 2);

                //drawArrow(spriteBatch, gameTime, gameState, offset, arrowY, arrowLeftX, arrowRightX, middleLeftTraderX, middleRightTraderX, (f.bounds.Width / 2) + arrowXBuffer, tradeItem);
                drawArrow(spriteBatch, gameTime, gameState, offset, arrowY, arrowLeftX, arrowRightX, middleLeftTraderX, middleRightTraderX, arrowXBuffer, itemsMaxWidth, tradeItem);

                currentY += f.bounds.Height + _itemsYBuffer + _textHeight;
            }

            if (isAIPartner())
            {
                //spriteBatch.DrawString(_font, _tradeAdviceMessage + " (" + _receiveToOfferRatio + ")", new Vector2(itemsXBuffer, currentY), textColor);
                spriteBatch.DrawString(_font, _tradeAdviceMessage, new Vector2(itemsXBuffer, currentY), textColor);
            }

            // Draw traders...
            spriteBatch.DrawString(_font, _leftTraderString, new Vector2(itemsXBuffer, _itemsYBuffer), textColor);
            Vector2 textSize = _font.MeasureString(_rightTraderString);
            spriteBatch.DrawString(_font, _rightTraderString, new Vector2(this.bounds.Width - itemsXBuffer - (int)textSize.X, _itemsYBuffer), textColor);

            // Draw offer / receive...
            if (_offsets.Any(offset => offset != 0))
            {
                string leftText = "offer";
                string rightText = "receive";
                if (_partner == TradingPartner.Cache)
                {
                    leftText = "store";
                    rightText = "retrieve";
                }
                else if (_partner == TradingPartner.Loot)
                {
                    leftText = "drop";
                    rightText = "take";
                }

                spriteBatch.DrawString(_font, leftText, new Vector2(middleLeftTraderX, _itemsYBuffer), Color.Red);
                spriteBatch.DrawString(_font, rightText, new Vector2(middleRightTraderX, _itemsYBuffer), Color.Green);
            }

            //// Draw Deal / NO Deal.
            //if (_partnerAcceptsTrade)
            //{
            //    textSize = _font.MeasureString("Deal");
            //    spriteBatch.DrawString(_font, "Deal", new Vector2((int)this.center.X - ((int)textSize.X / 2), this.bounds.Height - 25), Color.Green);
            //}
            //else
            //{
            //    textSize = _font.MeasureString("NO Deal");
            //    spriteBatch.DrawString(_font, "NO deal", new Vector2((int)this.center.X - ((int)textSize.X / 2), this.bounds.Height - 25), Color.Red);
            //}

            //spriteBatch.Draw(IntoTheNewWorld.Instance.getTexture(gPixel), new Rectangle(_arrowAvailableL.X, 0, _arrowAvailableL.Width, 200), fPixel.bounds, Color.Red);
            //spriteBatch.Draw(IntoTheNewWorld.Instance.getTexture(gPixel), new Rectangle(_arrowAvailableR.X, 0, _arrowAvailableR.Width, 200), fPixel.bounds, Color.Green);

            spriteBatch.End();

            // Draw OK / Cancel
            _buttonOK.bounds = new Rectangle(this.leftBuffer, this.bounds.Height - this.buttonBottomBuffer - _buttonOK.bounds.Height, _buttonOK.bounds.Width, _buttonOK.bounds.Height);
            //_buttonOK.Draw(gameTime, gameState, spriteBatch, IntoTheNewWorld.Instance, this.mxTWindowToScreen);
            _buttonCancel.bounds = new Rectangle(this.bounds.Width - this.rightBuffer - _buttonCancel.bounds.Width, this.bounds.Height - this.buttonBottomBuffer - _buttonCancel.bounds.Height, _buttonCancel.bounds.Width, _buttonCancel.bounds.Height);
            //_buttonCancel.Draw(gameTime, gameState, spriteBatch, IntoTheNewWorld.Instance, this.mxTWindowToScreen);

            // Draw Take All
            if (_buttonTakeAll != null)
                _buttonTakeAll.bounds = new Rectangle((this.bounds.Width / 2) - (_buttonTakeAll.bounds.Width / 2), this.bounds.Height - this.buttonBottomBuffer - _buttonTakeAll.bounds.Height, _buttonTakeAll.bounds.Width, _buttonTakeAll.bounds.Height);
        }