public override void Draw(SpriteBatch spriteBatch, float minDepth, float maxDepth) { float num = 4.5f; if (!(num < minDepth) && !(num > maxDepth)) { CreditsRollInfo creditsRollInfo = default(CreditsRollInfo); creditsRollInfo.SpriteBatch = spriteBatch; creditsRollInfo.AnchorPositionOnScreen = Main.ScreenSize.ToVector2() / 2f; creditsRollInfo.TimeInAnimation = _currentTime; CreditsRollInfo info = creditsRollInfo; for (int i = 0; i < _segments.Count; i++) { _segments[i].Draw(info); } } }
public override void Draw(SpriteBatch spriteBatch, float minDepth, float maxDepth) { float num = 4.5f; if ((double)num < (double)minDepth || (double)num > (double)maxDepth) { return; } CreditsRollInfo info = new CreditsRollInfo() { SpriteBatch = spriteBatch, AnchorPositionOnScreen = Main.ScreenSize.ToVector2() / 2f, TimeInAnimation = this._currentTime }; for (int index = 0; index < this._segments.Count; ++index) { this._segments[index].Draw(ref info); } }