public override void Draw(UISpriteBatch batch) { if (!Visible) { return; } if (CurrentLot.Value != null) { UITerrainHighlight.DrawArrow(batch, ((CoreGameScreen)GameFacade.Screens.CurrentUIScreen).CityRenderer, Position + (_Open? Size : BackgroundContractedImage.Size.ToVector2()) / 2, (int)CurrentLot.Value.Id); } base.Draw(batch); }
public override void Draw(UISpriteBatch batch) { if (!Visible) { return; } if (CurrentLot.Value != null) { UITerrainHighlight.DrawArrow(batch, ((CoreGameScreen)GameFacade.Screens.CurrentUIScreen).CityRenderer, (Position + (_Open? Size : BackgroundContractedImage.Size.ToVector2()) / 2) * Common.FSOEnvironment.DPIScaleFactor, (int)CurrentLot.Value.Id, new Color(200, 225, 255)); } base.Draw(batch); }