public IEnumerable <IRenderable> Render(WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale) { var imageRenderable = new SpriteRenderable(Image, pos, offset, CurrentSequence.ZOffset + zOffset, palette, scale, IsDecoration); if (CurrentSequence.ShadowStart >= 0) { var shadow = CurrentSequence.GetShadow(CurrentFrame, facingFunc()); var shadowRenderable = new SpriteRenderable(shadow, pos, offset, CurrentSequence.ShadowZOffset + zOffset, palette, scale, true); return(new IRenderable[] { shadowRenderable, imageRenderable }); } return(new IRenderable[] { imageRenderable }); }
public IEnumerable<IRenderable> Render(WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale) { var imageRenderable = new SpriteRenderable(Image, pos, offset, CurrentSequence.ZOffset + zOffset, palette, scale, IsDecoration); if (CurrentSequence.ShadowStart >= 0) { var shadow = CurrentSequence.GetShadow(CurrentFrame, facingFunc()); var shadowRenderable = new SpriteRenderable(shadow, pos, offset, CurrentSequence.ShadowZOffset + zOffset, palette, scale, true); return new IRenderable[] { shadowRenderable, imageRenderable }; } return new IRenderable[] { imageRenderable }; }
public IRenderable[] Render(WPos pos, WVec offset, int zOffset, PaletteReference palette, float scale) { var tintModifiers = CurrentSequence.IgnoreWorldTint ? TintModifiers.IgnoreWorldTint : TintModifiers.None; var imageRenderable = new SpriteRenderable(Image, pos, offset, CurrentSequence.ZOffset + zOffset, palette, scale, IsDecoration, tintModifiers); if (CurrentSequence.ShadowStart >= 0) { var shadow = CurrentSequence.GetShadow(CurrentFrame, facingFunc()); var shadowRenderable = new SpriteRenderable(shadow, pos, offset, CurrentSequence.ShadowZOffset + zOffset, palette, scale, true, tintModifiers); return(new IRenderable[] { shadowRenderable, imageRenderable }); } return(new IRenderable[] { imageRenderable }); }