void mainGameComponent_Drawed(LayerType layerType) { switch (layerType) { case LayerType.AfterMarkEffect: userScoreListComponent.Draw(); break; case LayerType.AfterMark: filterSprite.Draw(); break; case LayerType.AfterInterface: if (gameRule.ItemAvailable) { itemOverrayComponent.Draw(); itemManagerComponent.Draw(); } if (paused) { black.Hidden = false; black.Alpha = 0.5f; black.Update(); black.Draw(); black.Hidden = true; black.Alpha = 0; black.Update(); } break; } }
void mainGameComponent_Drawed(LayerType layerType) { if (layerType == LayerType.AfterInterface && paused) { black.Hidden = false; black.Alpha = 0.5f; black.Update(); black.Draw(); black.Hidden = true; black.Alpha = 0; black.Update(); } }