/// <summary> /// Draws the <see cref="Entity"/>. Override to add custom draw logic which is executed every frame. /// </summary> /// <param name="time">time</param> /// <param name="spriteBatch">spriteBatch</param> protected override void Draw(DeltaGameTime time, SpriteBatch spriteBatch) { base.Draw(time, spriteBatch); //if (IsOutlined) //{ // spriteBatch.End(); // G.SimpleEffect.SetTechnique(Effects.SimpleEffect.Technique.FillColor); // G.SimpleEffect.Color = OutlineColor; // spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null, G.SimpleEffect, G.World.Camera.View); // spriteBatch.Draw(_spriteSheet.Texture, RenderPosition - Vector2.UnitY, _sourceRectangle, Tint, Rotation, RenderOrigin, Scale, SpriteEffects, 0); // spriteBatch.Draw(_spriteSheet.Texture, RenderPosition + Vector2.UnitX, _sourceRectangle, Tint, Rotation, RenderOrigin, Scale, SpriteEffects, 0); // spriteBatch.Draw(_spriteSheet.Texture, RenderPosition + Vector2.UnitY, _sourceRectangle, Tint, Rotation, RenderOrigin, Scale, SpriteEffects, 0); // spriteBatch.Draw(_spriteSheet.Texture, RenderPosition - Vector2.UnitX, _sourceRectangle, Tint, Rotation, RenderOrigin, Scale, SpriteEffects, 0); // spriteBatch.End(); // spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null, null, G.World.Camera.View); //} spriteBatch.DrawTransformableEntity(this, _spriteSheet.Texture, _sourceRectangle, _spriteEffects, 0); }