public override void Render(Canvas2D canvas, VisualPlayerUnit unit) { if (unit.PlayerUnit.State == PlayerUnit.PlayerState.Dead && !unit.PlayerUnit.World.WorldState.GameComplete) { _unitExplosion.MoveTo(unit.PlayerUnit.Location * TileSize); _unitExplosion.Emit(BulletExplosionParticlesCount); ActivateShackeEffect(ShakeStrength, ShakeMinimizingSpeed); return; } if (unit.PlayerUnit.State != PlayerUnit.PlayerState.Dead) { Vector pos = unit.PlayerUnit.Location * TileSize; float directionAngle = unit.PlayerUnit.Direction.Angle; canvas.DrawSprite(pos, directionAngle, unit.MovementAnimation.ToSprite(), ColorU.White); } }
public virtual void Render(Canvas2D canvas, VisualPlayerUnit unit) { }