protected override void DrawEntity() { base.DrawEntity(); Animation.Frame curFrame = AnimManager.CurrentAnim.CurFrame; //Draw the visual segments for (int i = 0; i < VisualSegments.Count; i++) { Vector2 pos = Position; pos.Y += (i * (Scale.Y * SegmentHeight)) + ((curFrame.PosOffset.Y + curFrame.DrawRegion.Height) * Scale.Y); SpriteRenderer.Instance.Draw(VisualSegments[i].Tex, pos, VisualSegments[i].SourceRect, TintColor, 0f, Vector2.Zero, Scale, EntityType == Enumerations.EntityTypes.Player, false, .09f); } }
public AfterImageState(Vector2 position, Animation.Frame animFrame) { Position = position; AnimFrame = animFrame; }