public override void DrawUI() { _spriteBatch.Begin(); if (sodlierstTextures.Count != _currentWave.AvailableUnits.Count) { throw new ArgumentException("Something went wrong. Count of rectangles should be the same as Units"); } for (int i = 0; i < sodlierstTextures.Count; i++) { switch (_currentWave.AvailableUnits[i].UnitType.ToLower()) { case "soldier": _spriteBatch.Draw(soldierTexture2D, sodlierstTextures[i], Color.White); break; case "tank": _spriteBatch.Draw(tankTexture2D, sodlierstTextures[i], Color.White); break; case "scout": _spriteBatch.Draw(scoutTexture2D, sodlierstTextures[i], Color.White); break; default: throw new ArgumentException("Unsupported unit type " + (_currentWave.AvailableUnits[i].UnitType)); } } if (_CanStartWave() && !UnitSelected) { StartWaveBtn.Draw(_spriteBatch); } _spriteBatch.End(); }
public override void Draw(GameTime gameTime) { _spriteBatch.Begin(); btn1.Draw(_spriteBatch); btn2.Draw(_spriteBatch); btn3.Draw(_spriteBatch); _spriteBatch.End(); }