public static Ship CreateTroopShipAtPoint(string key, Empire Owner, Vector2 point, Troop troop)
 {
     Ship newShip = new Ship()
     {
         Role = "troop",
         Name = key,
         VanityName = troop.Name
     };
     newShip.LoadContent(GetContentManager());
     SceneObject newSO = new SceneObject();
     if (!Ship_Game.ResourceManager.ShipsDict[key].GetShipData().Animated)
     {
         newSO = new SceneObject(Ship_Game.ResourceManager.GetModel(Ship_Game.ResourceManager.ShipsDict[key].ModelPath).Meshes[0])
         {
             ObjectType = ObjectType.Dynamic
         };
     }
     else
     {
         SkinnedModel model = Ship_Game.ResourceManager.GetSkinnedModel(Ship_Game.ResourceManager.ShipsDict[key].ModelPath);
         newSO = new SceneObject(model.Model);
         newShip.SetAnimationController(new AnimationController(model.SkeletonBones), model);
     }
     newSO.ObjectType = ObjectType.Dynamic;
     newShip.SetSO(newSO);
     newShip.Position = point;
     foreach (Thruster t in Ship_Game.ResourceManager.ShipsDict[key].GetTList())
     {
         Thruster thr = new Thruster()
         {
             Parent = newShip,
             tscale = t.tscale,
             XMLPos = t.XMLPos
         };
         newShip.GetTList().Add(thr);
     }
     foreach (ModuleSlot slot in Ship_Game.ResourceManager.ShipsDict[key].ModuleSlotList)
     {
         ModuleSlot newSlot = new ModuleSlot();
         newSlot.SetParent(newShip);
         newSlot.SlotOptions = slot.SlotOptions;
         newSlot.Restrictions = slot.Restrictions;
         newSlot.Position = slot.Position;
         newSlot.facing = slot.facing;
         newSlot.InstalledModuleUID = slot.InstalledModuleUID;
         newShip.ModuleSlotList.AddLast(newSlot);
     }
     newShip.loyalty = Owner;
     newShip.Initialize();
     newShip.GetSO().World = Matrix.CreateTranslation(new Vector3(newShip.Center, 0f));
     newShip.VanityName = troop.Name;
     lock (GlobalStats.ObjectManagerLocker)
     {
         Ship_Game.ResourceManager.universeScreen.ScreenManager.inter.ObjectManager.Submit(newShip.GetSO());
     }
     foreach (Thruster t in newShip.GetTList())
     {
         t.load_and_assign_effects(Ship_Game.ResourceManager.universeScreen.ScreenManager.Content, "Effects/ThrustCylinderB", "Effects/NoiseVolume", Ship_Game.ResourceManager.universeScreen.ThrusterEffect);
         t.InitializeForViewing();
     }
     newShip.TroopList.Add(Ship_Game.ResourceManager.CopyTroop(troop));
     Owner.AddShip(newShip);
     return newShip;
 }
 public static Ship CreateShipForBattleMode(string key, Empire Owner, Vector2 p)
 {
     Ship newShip = new Ship()
     {
         Role = Ship_Game.ResourceManager.ShipsDict[key].Role,
         Name = Ship_Game.ResourceManager.ShipsDict[key].Name,
         BaseStrength = Ship_Game.ResourceManager.ShipsDict[key].BaseStrength,
         BaseCanWarp = Ship_Game.ResourceManager.ShipsDict[key].BaseCanWarp
     };
     newShip.LoadContent(GetContentManager());
     SceneObject newSO = new SceneObject();
     if (!Ship_Game.ResourceManager.ShipsDict[key].GetShipData().Animated)
     {
         newSO = new SceneObject(Ship_Game.ResourceManager.GetModel(Ship_Game.ResourceManager.ShipsDict[key].ModelPath).Meshes[0])
         {
             ObjectType = ObjectType.Dynamic
         };
         newShip.SetSO(newSO);
     }
     else
     {
         SkinnedModel model = Ship_Game.ResourceManager.GetSkinnedModel(Ship_Game.ResourceManager.ShipsDict[key].ModelPath);
         newSO = new SceneObject(model.Model);
         newShip.SetAnimationController(new AnimationController(model.SkeletonBones), model);
     }
     foreach (Thruster t in Ship_Game.ResourceManager.ShipsDict[key].GetTList())
     {
         Thruster thr = new Thruster()
         {
             Parent = newShip,
             tscale = t.tscale,
             XMLPos = t.XMLPos
         };
         newShip.GetTList().Add(thr);
     }
     foreach (ModuleSlot slot in Ship_Game.ResourceManager.ShipsDict[key].ModuleSlotList)
     {
         ModuleSlot newSlot = new ModuleSlot();
         newSlot.SetParent(newShip);
         newSlot.SlotOptions = slot.SlotOptions;
         newSlot.Restrictions = slot.Restrictions;
         newSlot.Position = slot.Position;
         newSlot.facing = slot.facing;
         newSlot.state = slot.state;
         newSlot.InstalledModuleUID = slot.InstalledModuleUID;
         newShip.ModuleSlotList.AddLast(newSlot);
     }
     newShip.Position = p;
     newShip.loyalty = Owner;
     newShip.Initialize();
     newShip.GetSO().World = Matrix.CreateTranslation(new Vector3(newShip.Center, 0f));
     newShip.isInDeepSpace = true;
     Owner.AddShip(newShip);
     return newShip;
 }
 public static Ship CreateShipAtPointNow(string key, Empire Owner, Vector2 p)
 {
     Ship newShip = new Ship();
     if (!Ship_Game.ResourceManager.ShipsDict.ContainsKey(key))
     {
         return null;
     }
     newShip.Role = Ship_Game.ResourceManager.ShipsDict[key].Role;
     newShip.Name = Ship_Game.ResourceManager.ShipsDict[key].Name;
     newShip.BaseStrength = Ship_Game.ResourceManager.ShipsDict[key].BaseStrength;
     newShip.BaseCanWarp = Ship_Game.ResourceManager.ShipsDict[key].BaseCanWarp;
     newShip.LoadContent(GetContentManager());
     SceneObject newSO = new SceneObject();
     if (!Ship_Game.ResourceManager.ShipsDict[key].GetShipData().Animated)
     {
         newSO = new SceneObject(Ship_Game.ResourceManager.GetModel(Ship_Game.ResourceManager.ShipsDict[key].ModelPath).Meshes[0])
         {
             ObjectType = ObjectType.Dynamic
         };
         newShip.SetSO(newSO);
     }
     else
     {
         SkinnedModel model = Ship_Game.ResourceManager.GetSkinnedModel(Ship_Game.ResourceManager.ShipsDict[key].ModelPath);
         newSO = new SceneObject(model.Model);
         newShip.SetAnimationController(new AnimationController(model.SkeletonBones), model);
     }
     newSO.ObjectType = ObjectType.Dynamic;
     newShip.SetSO(newSO);
     if (newShip.Role == "fighter" && Owner.data != null)
     {
         Ship level = newShip;
         level.Level = level.Level + Owner.data.BonusFighterLevels;
     }
     foreach (Thruster t in Ship_Game.ResourceManager.ShipsDict[key].GetTList())
     {
         Thruster thr = new Thruster()
         {
             Parent = newShip,
             tscale = t.tscale,
             XMLPos = t.XMLPos
         };
         newShip.GetTList().Add(thr);
     }
     foreach (ModuleSlot slot in Ship_Game.ResourceManager.ShipsDict[key].ModuleSlotList)
     {
         ModuleSlot newSlot = new ModuleSlot();
         newSlot.SetParent(newShip);
         newSlot.SlotOptions = slot.SlotOptions;
         newSlot.Restrictions = slot.Restrictions;
         newSlot.Position = slot.Position;
         newSlot.facing = slot.facing;
         newSlot.state = slot.state;
         newSlot.InstalledModuleUID = slot.InstalledModuleUID;
         newShip.ModuleSlotList.AddLast(newSlot);
     }
     newShip.Position = p;
     newShip.loyalty = Owner;
     newShip.Initialize();
     //Added by McShooterz: add automatic ship naming
     if (GlobalStats.ActiveMod != null && Ship_Game.ResourceManager.ShipNames.CheckForName(Owner.data.Traits.ShipType, newShip.Role))
         newShip.VanityName = Ship_Game.ResourceManager.ShipNames.GetName(Owner.data.Traits.ShipType, newShip.Role);
     newShip.GetSO().World = Matrix.CreateTranslation(new Vector3(newShip.Center, 0f));
     lock (GlobalStats.ObjectManagerLocker)
     {
         Ship_Game.ResourceManager.universeScreen.ScreenManager.inter.ObjectManager.Submit(newShip.GetSO());
     }
     newShip.isInDeepSpace = true;
     foreach (Thruster t in newShip.GetTList())
     {
         t.load_and_assign_effects(Ship_Game.ResourceManager.universeScreen.ScreenManager.Content, "Effects/ThrustCylinderB", "Effects/NoiseVolume", Ship_Game.ResourceManager.universeScreen.ThrusterEffect);
         t.InitializeForViewing();
     }
     Owner.AddShip(newShip);
     return newShip;
 }
        //Added by McShooterz: for refit to keep name
        public static Ship CreateShipAt(string key, Empire Owner, Planet p, bool DoOrbit, string RefitName, byte RefitLevel)
        {
            Ship newShip;
            //if (universeScreen.MasterShipList.pendingRemovals.TryPop(out newShip))
            //{
            //    newShip.ShipRecreate();
            //    newShip.Role = Ship_Game.ResourceManager.ShipsDict[key].Role;
            //    newShip.Name = Ship_Game.ResourceManager.ShipsDict[key].Name;
            //    newShip.BaseStrength = Ship_Game.ResourceManager.ShipsDict[key].BaseStrength;
            //    newShip.BaseCanWarp = Ship_Game.ResourceManager.ShipsDict[key].BaseCanWarp;
            //}
            //else
            newShip = new Ship()
            {
                Role = Ship_Game.ResourceManager.ShipsDict[key].Role,
                Name = Ship_Game.ResourceManager.ShipsDict[key].Name,
                BaseStrength = Ship_Game.ResourceManager.ShipsDict[key].BaseStrength,
                BaseCanWarp = Ship_Game.ResourceManager.ShipsDict[key].BaseCanWarp

            };
            newShip.LoadContent(GetContentManager());
            SceneObject newSO = new SceneObject();
            if (!Ship_Game.ResourceManager.ShipsDict[key].GetShipData().Animated)
            {
                newSO = new SceneObject(Ship_Game.ResourceManager.GetModel(Ship_Game.ResourceManager.ShipsDict[key].ModelPath).Meshes[0])
                {
                    ObjectType = ObjectType.Dynamic
                };
                newShip.SetSO(newSO);
            }
            else
            {
                SkinnedModel model = Ship_Game.ResourceManager.GetSkinnedModel(Ship_Game.ResourceManager.ShipsDict[key].ModelPath);
                newSO = new SceneObject(model.Model);
                newShip.SetAnimationController(new AnimationController(model.SkeletonBones), model);
            }
            newSO.ObjectType = ObjectType.Dynamic;
            newShip.SetSO(newSO);
            foreach (Thruster t in Ship_Game.ResourceManager.ShipsDict[key].GetTList())
            {
                Thruster thr = new Thruster()
                {
                    Parent = newShip,
                    tscale = t.tscale,
                    XMLPos = t.XMLPos
                };
                newShip.GetTList().Add(thr);
            }
            foreach (ModuleSlot slot in Ship_Game.ResourceManager.ShipsDict[key].ModuleSlotList)
            {
                ModuleSlot newSlot = new ModuleSlot();
                newSlot.SetParent(newShip);
                newSlot.SlotOptions = slot.SlotOptions;
                newSlot.Restrictions = slot.Restrictions;
                newSlot.Position = slot.Position;
                newSlot.facing = slot.facing;
                newSlot.state = slot.state;
                newSlot.InstalledModuleUID = slot.InstalledModuleUID;
                newShip.ModuleSlotList.AddLast(newSlot);
            }
            newShip.Position = p.Position;
            newShip.loyalty = Owner;

            newShip.Initialize();
            //Added by McShooterz: add automatic ship naming
            newShip.VanityName = RefitName;
            newShip.Level = RefitLevel;
            newShip.GetSO().World = Matrix.CreateTranslation(new Vector3(newShip.Center, 0f));
            lock (GlobalStats.ObjectManagerLocker)
            {
                Ship_Game.ResourceManager.universeScreen.ScreenManager.inter.ObjectManager.Submit(newShip.GetSO());
            }
            foreach (Thruster t in newShip.GetTList())
            {
                t.load_and_assign_effects(Ship_Game.ResourceManager.universeScreen.ScreenManager.Content, "Effects/ThrustCylinderB", "Effects/NoiseVolume", Ship_Game.ResourceManager.universeScreen.ThrusterEffect);
                t.InitializeForViewing();
            }
            if (newShip.Role == "fighter")
            {
                Ship level = newShip;
                level.Level += Owner.data.BonusFighterLevels;
            }
            Owner.AddShip(newShip);
            newShip.GetAI().State = AIState.AwaitingOrders;
            return newShip;
        }
        private void DrawTacticalIcons(Ship ship)
        {
            if (this.LookingAtPlanet || (!this.showingFTLOverlay && ship.IsPlatform && this.viewState == UniverseScreen.UnivScreenState.GalaxyView))
                return;
            if (this.showingFTLOverlay && ship.IsPlatform && ship.Name != "Subspace Projector")
            {
                return;
            }
            if (this.viewState == UniverseScreen.UnivScreenState.GalaxyView)
            {
                float num1 = ship.GetSO().WorldBoundingSphere.Radius;
                Vector3 vector3_1 = this.ScreenManager.GraphicsDevice.Viewport.Project(new Vector3(ship.Position, 0.0f), this.projection, this.view, Matrix.Identity);
                Vector2 position = new Vector2(vector3_1.X, vector3_1.Y);
                Vector3 vector3_2 = this.ScreenManager.GraphicsDevice.Viewport.Project(new Vector3(new Vector2(ship.Center.X + num1, ship.Center.Y), 0.0f), this.projection, this.view, Matrix.Identity);
                float num2 = Vector2.Distance(new Vector2(vector3_2.X, vector3_2.Y), position);
                if ((double)num2 < 5.0)
                    num2 = 5f;
                float scale = num2 / (float)(45 - GlobalStats.IconSize);
                Vector2 origin = new Vector2((float)(ResourceManager.TextureDict["TacticalIcons/symbol_fighter"].Width / 2), (float)(ResourceManager.TextureDict["TacticalIcons/symbol_fighter"].Width / 2));
                bool flag = true;
                foreach (UniverseScreen.ClickableFleet clickableFleet in this.ClickableFleetsList)
                {
                    if (clickableFleet.fleet == ship.fleet && (double)Vector2.Distance(position, clickableFleet.ScreenPos) < 20.0)
                    {
                        flag = false;
                        break;
                    }
                }
                if (!ship.Active || !flag)
                    return;
                this.ScreenManager.SpriteBatch.Draw(ResourceManager.TextureDict["TacticalIcons/symbol_" + ship.Role], position, new Rectangle?(), ship.loyalty.EmpireColor, ship.Rotation, origin, scale, SpriteEffects.None, 1f);
            }
            else if ((this.ShowTacticalCloseup || this.viewState > UniverseScreen.UnivScreenState.ShipView) && !this.LookingAtPlanet)
            {
                float num1 = ship.GetSO().WorldBoundingSphere.Radius;
                Vector3 vector3_1 = this.ScreenManager.GraphicsDevice.Viewport.Project(new Vector3(ship.Position, 0.0f), this.projection, this.view, Matrix.Identity);
                Vector2 position = new Vector2(vector3_1.X, vector3_1.Y);
                Vector3 vector3_2 = this.ScreenManager.GraphicsDevice.Viewport.Project(new Vector3(new Vector2(ship.Center.X + num1, ship.Center.Y), 0.0f), this.projection, this.view, Matrix.Identity);
                float num2 = Vector2.Distance(new Vector2(vector3_2.X, vector3_2.Y), position);
                if ((double)num2 < 5.0)
                    num2 = 5f;
                float scale = num2 / (float)(45- GlobalStats.IconSize); //45
                Vector2 origin = new Vector2((float)(ResourceManager.TextureDict["TacticalIcons/symbol_fighter"].Width / 2), (float)(ResourceManager.TextureDict["TacticalIcons/symbol_fighter"].Width / 2));
                bool flag = true;
                foreach (UniverseScreen.ClickableFleet clickableFleet in this.ClickableFleetsList)
                {
                    if (clickableFleet.fleet == ship.fleet && (double)Vector2.Distance(position, clickableFleet.ScreenPos) < (double)num2 + 3.0)
                    {
                        flag = false;
                        break;
                    }
                }
                if (!ship.Active || !flag)
                    return;
                if (ship.isColonyShip)
                    this.ScreenManager.SpriteBatch.Draw(ResourceManager.TextureDict["UI/flagicon"], position + new Vector2(-7f, -17f), ship.loyalty.EmpireColor);
                //Added by McShooterz: Make Fighter tactical symbol default if not found
                if(ResourceManager.TextureDict.ContainsKey("TacticalIcons/symbol_" + ship.Role))
                    this.ScreenManager.SpriteBatch.Draw(ResourceManager.TextureDict["TacticalIcons/symbol_" + ship.Role], position, new Rectangle?(), ship.loyalty.EmpireColor, ship.Rotation, origin, scale, SpriteEffects.None, 1f);
                else
                    this.ScreenManager.SpriteBatch.Draw(ResourceManager.TextureDict["TacticalIcons/symbol_fighter"], position, new Rectangle?(), ship.loyalty.EmpireColor, ship.Rotation, origin, scale, SpriteEffects.None, 1f);
            }
            //else if (this.viewState == UniverseScreen.UnivScreenState.ShipView)
            //{
            //    float num1 = ship.GetSO().WorldBoundingSphere.Radius;
            //    Vector3 vector3_1 = this.ScreenManager.GraphicsDevice.Viewport.Project(new Vector3(ship.Position, 0.0f), this.projection, this.view, Matrix.Identity);
            //    Vector2 position = new Vector2(vector3_1.X, vector3_1.Y);
            //    Vector3 vector3_2 = this.ScreenManager.GraphicsDevice.Viewport.Project(new Vector3(new Vector2(ship.Center.X + num1, ship.Center.Y), 0.0f), this.projection, this.view, Matrix.Identity);
            //    float num2 = Vector2.Distance(new Vector2(vector3_2.X, vector3_2.Y), position);
            //    if ((double)num2 < 5.0)
            //        num2 = 5f;
            //    float scale = num2 / (float)(45 - GlobalStats.IconSize); //45
            //    scale *= .2f;
            //    Vector2 origin = new Vector2((float)(ResourceManager.TextureDict["TacticalIcons/symbol_fighter"].Width / 2), (float)(ResourceManager.TextureDict["TacticalIcons/symbol_fighter"].Width / 2));
            //    bool flag = true;
            //    foreach (UniverseScreen.ClickableFleet clickableFleet in this.ClickableFleetsList)
            //    {
            //        if (clickableFleet.fleet == ship.fleet && (double)Vector2.Distance(position, clickableFleet.ScreenPos) < (double)num2 + 3.0)
            //        {
            //            flag = false;
            //            break;
            //        }
            //    }
            //    if (!ship.Active || !flag)
            //        return;
            //    if (ship.isColonyShip)
            //        this.ScreenManager.SpriteBatch.Draw(ResourceManager.TextureDict["UI/flagicon"], position + new Vector2(-7f, -17f), ship.loyalty.EmpireColor);
            //    //Added by McShooterz: Make Fighter tactical symbol default if not found
            //    if (ResourceManager.TextureDict.ContainsKey("TacticalIcons/symbol_" + ship.Role))
            //        this.ScreenManager.SpriteBatch.Draw(ResourceManager.TextureDict["TacticalIcons/symbol_" + ship.Role], position, new Rectangle?(), ship.loyalty.EmpireColor, ship.Rotation, origin, scale, SpriteEffects.None, 1f);
            //    else
            //        this.ScreenManager.SpriteBatch.Draw(ResourceManager.TextureDict["TacticalIcons/symbol_fighter"], position, new Rectangle?(), ship.loyalty.EmpireColor, ship.Rotation, origin, scale, SpriteEffects.None, 1f);
            //}
            else
            {
                if (this.viewState != UniverseScreen.UnivScreenState.ShipView || this.LookingAtPlanet)
                    return;
                float num1 = ship.GetSO().WorldBoundingSphere.Radius;
                Vector3 vector3_1 = this.ScreenManager.GraphicsDevice.Viewport.Project(new Vector3(ship.Position, 0.0f), this.projection, this.view, Matrix.Identity);
                Vector2 vector2_1 = new Vector2(vector3_1.X, vector3_1.Y);
                Vector3 vector3_2 = this.ScreenManager.GraphicsDevice.Viewport.Project(new Vector3(new Vector2(ship.Center.X + num1, ship.Center.Y), 0.0f), this.projection, this.view, Matrix.Identity);
                float num2 = Vector2.Distance(new Vector2(vector3_2.X, vector3_2.Y), vector2_1);
                float scale2 = num2 / (float)(45 - GlobalStats.IconSize);
                if ((double)num2 < 5.0)
                    num2 = 5f;
                float scale = num2 / (float)(45 - GlobalStats.IconSize); //45
                float check = this.GetZfromScreenState(UniverseScreen.UnivScreenState.ShipView);
                if (ship.Role != "fighter" && ship.Role != "scout")
                {

                    scale2 *= (this.camHeight / (check + (check*2 -camHeight*2)));
                }
                else
                {
                   // scale2 *= this.camHeight * 2 > this.GetZfromScreenState(UniverseScreen.UnivScreenState.ShipView) ? 1 : this.camHeight * 2 / this.GetZfromScreenState(UniverseScreen.UnivScreenState.ShipView);
                     scale2 *= (this.camHeight * 3 / this.GetZfromScreenState(UniverseScreen.UnivScreenState.ShipView));
                }

                //scale *= .5f;
                Vector2 vector2_2 = new Vector2((float)(ResourceManager.TextureDict["TacticalIcons/symbol_fighter"].Width / 2), (float)(ResourceManager.TextureDict["TacticalIcons/symbol_fighter"].Width / 2));

                if (!ship.Active )
                    return;

                Vector2 position = new Vector2(vector2_1.X + 15f * scale2, vector2_1.Y + 15f * scale);
                if (ship.isColonyShip)
                    this.ScreenManager.SpriteBatch.Draw(ResourceManager.TextureDict["UI/flagicon"], position + new Vector2(-7f, -17f), ship.loyalty.EmpireColor);
                position = new Vector2(vector3_1.X, vector3_1.Y);
                //Added by McShooterz: Make Fighter tactical symbol default if not found
                position = new Vector2(vector3_1.X, vector3_1.Y);
                if (ResourceManager.TextureDict.ContainsKey("TacticalIcons/symbol_" + ship.Role))
                {

                    float width = (float)(ResourceManager.TextureDict["TacticalIcons/symbol_" + ship.Role].Width / 2);
                    //width = width * scale2 < 20? width / scale2 : width;
                    Vector2 origin = new Vector2(width, width);
                    this.ScreenManager.SpriteBatch.Draw(ResourceManager.TextureDict["TacticalIcons/symbol_" + ship.Role], position, new Rectangle?(), ship.loyalty.EmpireColor, ship.Rotation, origin, scale2, SpriteEffects.None, 1f);
                }
                else
                {
                    float width = (float)(ResourceManager.TextureDict["TacticalIcons/symbol_fighter"].Width / 2);
                    //width = width * scale2 < 20 ? width / scale2 : width;
                    Vector2 origin = new Vector2(width, width);
                    this.ScreenManager.SpriteBatch.Draw(ResourceManager.TextureDict["TacticalIcons/symbol_fighter"], position, new Rectangle?(), ship.loyalty.EmpireColor, ship.Rotation, origin, scale2, SpriteEffects.None, 1f);
                }

                if ((double)ship.OrdinanceMax <= 0.0)
                    return;
                if ((double)ship.Ordinance < 0.200000002980232 * (double)ship.OrdinanceMax)
                {
                     position = new Vector2(vector2_1.X + 15f * scale, vector2_1.Y + 15f * scale);
                    this.ScreenManager.SpriteBatch.Draw(ResourceManager.TextureDict["NewUI/icon_ammo"], position, new Rectangle?(), Color.Red, 0.0f, Vector2.Zero, scale, SpriteEffects.None, 1f);
                }
                else
                {
                    if ((double)ship.Ordinance >= 0.5 * (double)ship.OrdinanceMax)
                        return;
                     position = new Vector2(vector2_1.X + 15f * scale, vector2_1.Y + 15f * scale);
                    this.ScreenManager.SpriteBatch.Draw(ResourceManager.TextureDict["NewUI/icon_ammo"], position, new Rectangle?(), Color.Yellow, 0.0f, Vector2.Zero, scale, SpriteEffects.None, 1f);
                }

            }
        }
 private Circle DrawSelectionCirclesAroundShip(Ship ship)
 {
     if (this.SelectedShip != null && this.SelectedShip == ship || this.SelectedShipList.Contains(ship))
     {
         float num = ship.GetSO().WorldBoundingSphere.Radius;
         Vector3 vector3_1 = this.ScreenManager.GraphicsDevice.Viewport.Project(new Vector3(ship.Position, 0.0f), this.projection, this.view, Matrix.Identity);
         Vector2 Center = new Vector2(vector3_1.X, vector3_1.Y);
         Vector3 vector3_2 = this.ScreenManager.GraphicsDevice.Viewport.Project(new Vector3(new Vector2(ship.Center.X + num, ship.Center.Y), 0.0f), this.projection, this.view, Matrix.Identity);
         float Radius = Vector2.Distance(new Vector2(vector3_2.X, vector3_2.Y), Center);
         if ((double)Radius < 5.0)
             Radius = 5f;
         if (this.viewState < UniverseScreen.UnivScreenState.SectorView)
             return new Circle(Center, Radius);
     }
     return (Circle)null;
 }