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; } }
protected override void Draw() { spriteObject.Draw(); }
public virtual void Draw(SpriteBatch spriteBatch) { sprite.Draw(spriteBatch); }
public virtual void Draw(SpriteBatch spriteBatch, CityUIBlackboard blackboard) { sprite.Draw(spriteBatch); }