protected virtual void draw_hp(SpriteBatch sprite_batch, Vector2 draw_offset) { Vector2 offset = draw_vector() - draw_offset; Hp_Label.draw(sprite_batch, -(loc + offset)); Hp.draw(sprite_batch, -(loc + offset)); }
private void draw_leader_data(SpriteBatch sprite_batch, Vector2 offset) { sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); // Team leader // Background UnitBg.draw(sprite_batch, offset); // Labels Lv_Label.draw(sprite_batch, offset); Hp_Label.draw(sprite_batch, offset); Hp_Slash.draw(sprite_batch, offset); RatingLabel.draw(sprite_batch, offset); sprite_batch.End(); // Data Face.draw(sprite_batch, offset); sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); Leader_Name.draw(sprite_batch, offset); Lvl.draw(sprite_batch, offset); Hp.draw(sprite_batch, offset); Hp_Max.draw(sprite_batch, offset); Rating.draw(sprite_batch, offset); LeaderWeapon.draw(sprite_batch, offset); Map_Sprite.draw(sprite_batch, offset); sprite_batch.End(); }
public override void draw(SpriteBatch sprite_batch) { sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); Window.draw(sprite_batch); Unit_Sprite.draw(sprite_batch); Name.draw(sprite_batch); Hp_Label.draw(sprite_batch); Slash.draw(sprite_batch); Hp.draw(sprite_batch); MaxHp.draw(sprite_batch); sprite_batch.End(); }