public static void Draw(Light2D light) { ShadowEngine.Prepare(light); LayerSetting[] layerSettings = light.GetLayerSettings(); if (layerSettings == null) { return; } if (layerSettings.Length < 1) { return; } for (int layerID = 0; layerID < layerSettings.Length; layerID++) { LayerSetting layerSetting = layerSettings[layerID]; if (layerSetting == null) { continue; } if (pass.Setup(light, layerSetting) == false) { continue; } ShadowEngine.SetPass(light, layerSetting); if (layerSetting.sorting == LightLayerSorting.None) { NoSort.Draw(pass); } else { pass.sortPass.SortObjects(); Sorted.Draw(pass); } } LightSource.Main.Draw(light); }
public static void DrawCollisions(Light2D light) { ShadowEngine.Prepare(light); LayerSetting[] layerSettings = light.GetLayerSettings(); if (layerSettings == null) { return; } if (layerSettings.Length < 1) { return; } for (int layerID = 0; layerID < layerSettings.Length; layerID++) { LayerSetting layerSetting = layerSettings[layerID]; if (layerSetting == null) { continue; } if (pass.Setup(light, layerSetting) == false) { continue; } ShadowEngine.SetPass(light, layerSetting); NoSort.Shadows.Draw(pass); } // LightSource.Main.Draw(light); }