public override void draw(SpriteBatch sprite_batch) { if (Mode == Staff_Target_Mode.Torch) { return; } sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); Window.draw(sprite_batch); Target_Sprite.draw(sprite_batch); foreach (TextSprite label in StatLabels) { label.draw(sprite_batch); } foreach (TextSprite stat in Stats) { stat.draw(sprite_batch); } foreach (Status_Icon_Sprite icon in Status_Icons) { icon.draw(sprite_batch); } Name.draw(sprite_batch); sprite_batch.End(); }
public override void draw(SpriteBatch sprite_batch) { sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); Unit_Window.draw(sprite_batch); Unit_Sprite.draw(sprite_batch); Unit_Name.draw(sprite_batch); sprite_batch.End(); base.draw(sprite_batch); }
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(); }
public override void draw(SpriteBatch sprite_batch) { sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); Window.draw(sprite_batch); Target_Sprite.draw(sprite_batch); foreach (TextSprite label in Stat_Labels) { label.draw(sprite_batch); } foreach (TextSprite stat in Stats) { stat.draw(sprite_batch); } Name.draw(sprite_batch); sprite_batch.End(); }
public override void Draw(SpriteBatch spriteBatch) { spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); CancelButton.Draw(spriteBatch); Window.draw(spriteBatch, -Loc); Divider.draw(spriteBatch, -Loc); Header.draw(spriteBatch, -Loc); foreach (var arrow in LeftArrows.Keys) { arrow.draw(spriteBatch, -Loc); } foreach (var arrow in RightArrows.Keys) { arrow.draw(spriteBatch, -Loc); } Items.Draw(spriteBatch, -Loc); UICursor.draw(spriteBatch, -Loc); spriteBatch.End(); }
public override void draw(SpriteBatch sprite_batch) { if (mode != 1) { sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); Window.draw(sprite_batch); Target_Window.draw(sprite_batch); Unit_Sprite.draw(sprite_batch); Target_Sprite.draw(sprite_batch); Name1.draw(sprite_batch); Name2.draw(sprite_batch); Aid_Label.draw(sprite_batch); Con_Label.draw(sprite_batch); Aid_Value.draw(sprite_batch); Con_Value.draw(sprite_batch); Hand.draw(sprite_batch); if (Global.game_map.icons_visible) { Rescue_Icon.draw(sprite_batch); } sprite_batch.End(); } }