private static void Render() { Terminal.Clear(); Terminal.Layer(1); if (Player != null) { Map.Draw(_mapLayer); MessageHandler.Draw(_messageLayer); StatPanel.Draw(_statLayer); if (ShowInfo) { InfoPanel.Draw(_leftLayer); } else { LookPanel.Draw(_leftLayer); } if (ShowEquip) { Player.Equipment.Draw(_rightLayer); } else { Player.Inventory.Draw(_rightLayer); } } StateHandler.Draw(); Animations.Draw(); Terminal.Refresh(); }
public override void Render() { Terminal.Clear(); StateHandler.Draw(); AnimationHandler.Draw(_mapLayer); bool inMission = StateHandler.Peek().Match( some: state => !(state is MenuState) && !(state is IntermissionFrameState), none: () => false); if (inMission) { InfoPanel.Draw(_infoLayer); RadarPanel.Draw(_radarLayer); ObjectivePanel.Draw(_objectiveLayer); MessagePanel.Draw(_messageLayer); foreach (KeyValuePair <ISchedulable, int> kvp in EventScheduler._schedule) { if (kvp.Key is DelayAttack da) { da.Draw(_mapLayer); } } } Terminal.Refresh(); }
private void OnFrameRender(object sender, RenderFrameEventArgs args) { _stateHandler.Draw(args.Renderer); }
/// <summary> /// Affiche l'acteur selon la classe mère et ajoute les possibles affichages de ses états courants. /// </summary> /// <param name="shift"> La position relative pour afficher l'acteur </param> /// <param name="g"> L'objet permettant de dessiner </param> public override void Draw(Point shift, Graphics g) { base.Draw(shift, g); _stateHandler.Draw(Bottom() + shift, g); }