public BandUList(Game game, SpriteBatch sB, Camera2D cam, Texture2D image, Vector2 pos, Building.BuildingList bL) { this.spriteBatch = sB; this.cam = cam; structPos = pos; bPos = structPos; structImg = image; bList = bL; UpgradeImage = game.Content.Load<Texture2D>("Upgrade"); BuildImage = game.Content.Load<Texture2D>("Build"); initialBuild = new BuildandUpgrade(sB, cam, BuildImage, pos); initialUpgrade = new BuildandUpgrade(sB, cam, UpgradeImage, pos); }
private void UpdateBarracks(Vector2 updatedPos) { structPos = new Vector2(updatedPos.X + structImg.Width + 10, updatedPos.Y - 20); Vector2 uPos = structPos; //Build Menu initialBuild.Position = structPos; if (build == null) { build = new List<BuildandUpgrade>(); build.Add(initialBuild); BuildandUpgrade testB = new BuildandUpgrade(spriteBatch, cam, BuildImage, structPos); testB.Position = NextPosition(build); build.Add(testB); } else { foreach (BuildandUpgrade p in build) { p.Update(structPos); } } //Upgrade Menu uPos = new Vector2(updatedPos.X + structImg.Width + 10, updatedPos.Y + 40); initialUpgrade.Position = uPos; if (upgrade == null) { upgrade = new List<BuildandUpgrade>(); upgrade.Add(initialUpgrade); } else { foreach (BuildandUpgrade u in upgrade) { u.Update(structPos); } } }