public override void update() { Atk.update(); Hit.update(); Avoid.update(); Crit.update(); Dod.update(); AS.update(); Rng.update(); }
public override void draw(SpriteBatch sprite_batch, Vector2 draw_offset = default(Vector2)) { Vector2 loc = this.loc + draw_vector(); sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, Scissor_State); Atk.draw(sprite_batch, draw_offset - loc); Hit.draw(sprite_batch, draw_offset - loc); Avoid.draw(sprite_batch, draw_offset - loc); Crit.draw(sprite_batch, draw_offset - loc); Dod.draw(sprite_batch, draw_offset - loc); AS.draw(sprite_batch, draw_offset - loc); Rng.draw(sprite_batch, draw_offset - loc); sprite_batch.End(); }
public override void draw(SpriteBatch sprite_batch, Vector2 draw_offset = default(Vector2)) { base.draw(sprite_batch, draw_offset); if (texture != null) { if (visible) { Rectangle src_rect = Src_Rect2; Vector2 offset = this.offset; if (mirrored) { offset.X = src_rect.Width - offset.X; } sprite_batch.Draw(texture, this.loc + draw_vector() + COLUMN_TWO_OFFSET + new Vector2(4, 0) - draw_offset, src_rect, tint, angle, offset, scale, mirrored ? SpriteEffects.FlipHorizontally : SpriteEffects.None, Z); Def.draw(sprite_batch, -draw_offset - (loc + draw_vector() + TEXT_LOC + COLUMN_TWO_OFFSET + new Vector2(0, 0) - offset)); Res.draw(sprite_batch, -draw_offset - (loc + draw_vector() + TEXT_LOC + COLUMN_TWO_OFFSET + new Vector2(0, 8) - offset)); Dod.draw(sprite_batch, -draw_offset - (loc + draw_vector() + TEXT_LOC + COLUMN_TWO_OFFSET + new Vector2(0, 16) - offset)); ASpd.draw(sprite_batch, -draw_offset - (loc + draw_vector() + TEXT_LOC + COLUMN_TWO_OFFSET + new Vector2(0, 24) - offset)); } } }