public override void Draw() { //Don't render the HP bars if the UI shouldn't show up if (BManager.ShouldShowPlayerTurnUI() == false) { return; } //Render the HP bars for (int i = 0; i < HPShownEntities.Count; i++) { BattleEntity entity = HPShownEntities[i]; float hpRatio = entity.CurHP / (float)entity.BattleStats.MaxHP; Vector2 fillScale = new Vector2((int)(HPBarWidth * hpRatio), 1f); Vector2 hpBarPos = Camera.Instance.SpriteToUIPos(entity.GetDrawnPosBelow(HPBarOffset)); Vector2 hpBarOrigin = HPBar.SourceRect.Value.GetCenterOrigin(); SpriteRenderer.Instance.DrawUI(HPBar.Tex, hpBarPos, HPBar.SourceRect, Color.White, hpBarOrigin, false, false, .2f, true); SpriteRenderer.Instance.DrawUI(HPBarFill.Tex, hpBarPos - hpBarOrigin + FillOffset, HPBarFill.SourceRect, Color.White, 0f, Vector2.Zero, fillScale, false, false, .21f); SpriteRenderer.Instance.DrawUIText(AssetManager.Instance.TTYDFont, entity.CurHP.ToString(), hpBarPos - hpBarOrigin + HPTextOffset, Color.White, 0f, new Vector2(1f, 0f), 1f, .2f); } }