public void DrawDebug(GraphicsDevice a_graphics, Camera a_camera, ModelClasses.Game a_game, SpriteBatch spriteBatch, GameAssets a_gameAsset, Input a_input) { if (m_debugOptions.m_unitBoundingBoxDraw) { //draws Bounding boxes on units DrawBBOnUnits(a_game.m_player, a_camera, a_graphics); } if (m_debugOptions.m_gridBoundingBoxDraw) { DrawBBOnGrid(a_game.m_map, a_camera, a_graphics); } spriteBatch.Begin(); if (m_debugOptions.m_showFPS) { //Draws the fps meter DrawFPS(spriteBatch, a_gameAsset.m_normalFont); } if (m_debugOptions.m_showUnitInfo) { //If m_focusedTarget is set to something it will draw the extra info about that target if (a_game.m_player.m_focusedTarget != null) { DrawUnitInfo(a_game.m_player.m_focusedTarget, spriteBatch, a_gameAsset.m_normalFont); } } if (m_debugOptions.m_showMouseWpos) { Vector3?f_point = a_input.GetWorldPosition(a_graphics, a_game.m_groundPlane, a_game.m_map, a_camera, a_input.m_mouse.m_mouseState.X, a_input.m_mouse.m_mouseState.Y); if (f_point.HasValue) { DrawMouseWorldPos(f_point.Value, spriteBatch, a_gameAsset.m_normalFont); } } spriteBatch.End(); }
public void DrawParticles(ModelClasses.Game a_game, GameAssets a_assets, float a_elapsedTime) { m_pSystem.Update(a_elapsedTime); m_pView.Render(m_camera, m_pSystem, a_assets); }