public override void Draw()
        {
            var selbox = SelectionBox;

            if (selbox == null)
            {
                foreach (var u in SelectActorsInBox(world, dragStart, dragStart, _ => true))
                {
                    worldRenderer.DrawRollover(u);
                }

                return;
            }

            Game.Renderer.WorldLineRenderer.DrawRect(selbox.Value.First.ToFloat2(), selbox.Value.Second.ToFloat2(), Color.White);
            foreach (var u in SelectActorsInBox(world, selbox.Value.First, selbox.Value.Second, _ => true))
            {
                worldRenderer.DrawRollover(u);
            }
        }
        public override void Draw()
        {
            if (!IsDragging)
            {
                foreach (var u in SelectActorsInBoxWithDeadzone(World, lastMousePosition, lastMousePosition, _ => true))
                {
                    worldRenderer.DrawRollover(u);
                }

                return;
            }

            var selbox = SelectionBox;

            Game.Renderer.WorldLineRenderer.DrawRect(selbox.Value.First.ToFloat2(), selbox.Value.Second.ToFloat2(), Color.White);
            foreach (var u in SelectActorsInBoxWithDeadzone(World, selbox.Value.First, selbox.Value.Second, _ => true))
            {
                worldRenderer.DrawRollover(u);
            }
        }
        public override void Draw()
        {
            if (!IsDragging)
            {
                // Render actors under the mouse pointer
                foreach (var u in SelectActorsInBoxWithDeadzone(World, lastMousePosition, lastMousePosition))
                {
                    worldRenderer.DrawRollover(u);
                }

                return;
            }

            // Render actors in the dragbox
            var selbox = SelectionBox;

            Game.Renderer.WorldLineRenderer.DrawRect(selbox.Value.First.ToFloat2(), selbox.Value.Second.ToFloat2(), Color.White);
            foreach (var u in SelectActorsInBoxWithDeadzone(World, selbox.Value.First, selbox.Value.Second))
            {
                worldRenderer.DrawRollover(u);
            }
        }