/// <summary> /// Draws the specified game time. /// </summary> /// <param name="gameTime">The game time.</param> public override void Draw(GameTime gameTime) { switch (_hand.CurrentState) { case HandEntity.HandState.OnPlayer: _idleAnimationComponent.Draw(gameTime); break; case HandEntity.HandState.Shooting: case HandEntity.HandState.Latched: case HandEntity.HandState.Retreating: if (_isGrounded) { this._noArmsRenderComponent.Draw(gameTime, Color.White); } else { this._airNoArmsRenderComponent.Draw(gameTime, Color.White); } break; } _hand.Draw(gameTime); //_hand2.Draw(gameTime); InputManager.Instance.DrawAssist(gameTime); if (GameManager.Instance.DebugMode) { this.CollisionComponent?.DebugDraw(gameTime); } }
/// <summary> /// Draws the specified game time. /// </summary> /// <param name="gameTime">The game time.</param> public override void Draw(GameTime gameTime) { _hand.Draw(gameTime); myAnimationComponent.Draw(gameTime); if (GameManager.Instance.DebugMode) { this.CollisionComponent?.DebugDraw(gameTime); } }