public override void Render() { _inventoryContainer.Render(); }
public override void Render() { if (_showTabbedWindow) { _comboBg.Draw(); _comboClose.Render(); _tabHealth.Render(); _tabEquip.Render(); _tabCraft.Render(); _txtDbg.Position = new Vector2D(Position.X + 20, Position.Y + 15); _txtDbg.Color = Color.NavajoWhite; if (_currentTab == 1) { _txtDbg.Text = "Equipment"; } if (_currentTab == 2) { _txtDbg.Text = "Status"; } if (_currentTab == 3) { _txtDbg.Text = "Crafting"; } _txtDbg.Draw(); switch (_currentTab) { case (1): //Equip tab { #region Equip _equipBg.Draw(); //Left Side - head, eyes, outer, hands, feet _slotHead.Render(); _slotEyes.Render(); _slotOuter.Render(); _slotHands.Render(); _slotFeet.Render(); //Right Side - mask, ears, inner, belt, back _slotMask.Render(); _slotEars.Render(); _slotInner.Render(); _slotBelt.Render(); _slotBack.Render(); if (_inventory != null) { _inventory.Render(); } break; #endregion } case (2): //Health tab { #region Status _ResBlunt.Render(); _ResPierce.Render(); _ResSlash.Render(); _ResBurn.Render(); _ResFreeze.Render(); _ResShock.Render(); _ResTox.Render(); break; #endregion } case (3): //Craft tab { #region Crafting if (_craftTimer != null) { _craftTimer.Render(); } if (_inventory != null) { _inventory.Render(); } _craftSlot1.Render(); _craftSlot2.Render(); _craftButton.Render(); _craftStatus.Draw(); _blueprints.Render(); break; #endregion } } } }