internal void DrawOverlays(Helpers.ZBufferedTexture T) { if (OverlayTypeIndex != -1) { var OTypes = CCFactory <OverlayTypeClass, OverlayClass> .Get().FactoryItems; var OT = OTypes[OverlayTypeIndex]; var pos = TacticalPosition + new CellStruct(30, 15) + OverlayPosition; pos.Y -= (2);// + OverlayPosition.Y); var tImage = OT.SHPImage.Value; if (OT.Tiberium) { var ix = OverlayClass.OverlayToTiberium(OverlayTypeIndex); if (ix != -1) { var t = TiberiumClass.All[ix]; OverlayTypeClass tOverlay; if (Slope != 0) { tOverlay = OTypes[t.NumImages + t.NumExtraImages / 4 * (Slope - 1) + t.Overlay.ArrayIndex]; } else { tOverlay = OTypes[t.Overlay.ArrayIndex + X * Y % t.NumImages]; } // tImage.DrawIntoTexture(T, pos, (uint)OverlayState, MapTheater.TemperatePAL); } } else if (OT.Wall) { // tImage.DrawIntoTexture(T, pos, (uint)OverlayState, MapTheater.unitPAL); } } }
public UIDebuggingInformationOverlay() => _overlay = objc_msgSend(OverlayClass, OverlaySelector.Handle);