LimbSlot combinations for pickable items ("Any,RightHand+LeftHand"...)
This commit is contained in:
@@ -481,8 +481,10 @@ namespace Barotrauma
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if (info.Job.EquipSpawnItem[i])
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{
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inventory.TryPutItem(item,
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item.AllowedSlots.HasFlag(LimbSlot.Any) ? item.AllowedSlots & ~LimbSlot.Any : item.AllowedSlots, false);
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List<LimbSlot> allowedSlots = new List<LimbSlot>(item.AllowedSlots);
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allowedSlots.Remove(LimbSlot.Any);
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inventory.TryPutItem(item, allowedSlots, false);
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}
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else
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{
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@@ -11,7 +11,7 @@ namespace Barotrauma
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[Flags]
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public enum LimbSlot
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{
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Any = 1, RightHand = 2, LeftHand = 4, Head = 8, Torso = 16, Legs = 32, BothHands = 64
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None = 0, Any = 1, RightHand = 2, LeftHand = 4, Head = 8, Torso = 16, Legs = 32
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};
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class CharacterInventory : Inventory
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@@ -100,56 +100,69 @@ namespace Barotrauma
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/// <summary>
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/// If there is room, puts the item in the inventory and returns true, otherwise returns false
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/// </summary>
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public override bool TryPutItem(Item item, LimbSlot allowedSlots, bool createNetworkEvent = true)
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public override bool TryPutItem(Item item, List<LimbSlot> allowedSlots, bool createNetworkEvent = true)
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{
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for (int i = 0; i < capacity; i++)
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{
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//item is already in the inventory!
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if (items[i] == item) return true;
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}
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//for (int i = 0; i < capacity; i++)
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//{
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// //item is already in the inventory!
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// if (items[i] == item) return true;
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//}
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if (allowedSlots.HasFlag(LimbSlot.Any))
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//try to place the item in LimBlot.Any slot if that's allowed
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if (allowedSlots.Contains(LimbSlot.Any))
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{
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for (int i = 0; i < capacity; i++)
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{
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if (items[i] != null) continue;
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if (limbSlots[i] != LimbSlot.Any) continue;
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if (items[i] != null || limbSlots[i] != LimbSlot.Any) continue;
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PutItem(item, i, createNetworkEvent);
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item.Unequip(character);
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return true;
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}
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}
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for (int i = 0; i < capacity; i++)
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{
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if (allowedSlots.HasFlag(limbSlots[i]) && items[i]!=null) return false;
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}
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bool placed = false;
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for (int i = 0; i < capacity; i++)
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foreach (LimbSlot allowedSlot in allowedSlots)
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{
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if (allowedSlots.HasFlag(limbSlots[i]) && items[i] == null)
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//check if all the required slots are free
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bool free = true;
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for (int i = 0; i < capacity; i++)
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{
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PutItem(item, i, createNetworkEvent, !placed);
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item.Equip(character);
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placed = true;
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if (allowedSlot.HasFlag(limbSlots[i]) && items[i]!=null && items[i]!=item)
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{
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free = false;
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break;
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}
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}
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if (!free) continue;
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for (int i = 0; i < capacity; i++)
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{
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if (allowedSlot.HasFlag(limbSlots[i]) && items[i] == null)
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{
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PutItem(item, i, createNetworkEvent, !placed);
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item.Equip(character);
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placed = true;
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}
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}
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if (placed) return true;
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//if (allowedSlots.HasFlag(LimbSlot.BothHands)) TryPutItem(item, 3, createNetworkEvent);
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}
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if (placed) return true;
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if (allowedSlots.HasFlag(LimbSlot.BothHands)) TryPutItem(item, 3, createNetworkEvent);
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return false;
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return placed;
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}
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public override bool TryPutItem(Item item, int i, bool createNetworkEvent)
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public override bool TryPutItem(Item item, int index, bool createNetworkEvent)
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{
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LimbSlot usedSlots = item.AllowedSlots;
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//there's already an item in the slot
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if (items[i] != null)
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if (items[index] != null)
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{
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if (items[index] == item) return false;
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bool combined = false;
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//if (item.Combine(items[i]))
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//{
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@@ -157,11 +170,16 @@ namespace Barotrauma
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// combined = true;
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//}
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//else
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if (items[i].Combine(item))
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if (items[index].Combine(item))
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{
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//PutItem(items[i], i, false, false);
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Inventory otherInventory = items[i].inventory;
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if (otherInventory!=null && createNetworkEvent)
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if (items[index]==null)
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{
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System.Diagnostics.Debug.Assert(false);
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return false;
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}
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Inventory otherInventory = items[index].inventory;
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if (otherInventory != null && createNetworkEvent)
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{
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new Networking.NetworkEvent(Networking.NetworkEventType.InventoryUpdate, otherInventory.Owner.ID, true, true);
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}
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@@ -169,65 +187,157 @@ namespace Barotrauma
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combined = true;
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}
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if (!combined) return false;
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return combined;
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}
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if (usedSlots.HasFlag(LimbSlot.BothHands))
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{
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if (limbSlots[i] == LimbSlot.LeftHand)
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{
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PutItem(item, FindLimbSlot(LimbSlot.RightHand), createNetworkEvent, false);
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}
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else if (limbSlots[i] == LimbSlot.RightHand)
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{
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PutItem(item, FindLimbSlot(LimbSlot.LeftHand), createNetworkEvent, false);
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}
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}
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if (limbSlots[i] == LimbSlot.Any) item.Unequip(character);
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if (limbSlots[index] == LimbSlot.Any)
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{
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if (!item.AllowedSlots.Contains(LimbSlot.Any)) return false;
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if (items[index] != null) return items[index] == item;
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PutItem(item, index, createNetworkEvent, true);
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return true;
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}
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LimbSlot placeToSlots = LimbSlot.None;
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bool slotsFree = true;
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List<LimbSlot> allowedSlots = item.AllowedSlots;
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foreach (LimbSlot allowedSlot in allowedSlots)
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{
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if (!allowedSlot.HasFlag(limbSlots[index])) continue;
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for (int i = 0; i < capacity; i++)
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{
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if (allowedSlot.HasFlag(limbSlots[i]) && items[i] != null && items[i] != item)
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{
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slotsFree = false;
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break;
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}
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placeToSlots = allowedSlot;
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}
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}
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if (!slotsFree) return false;
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if (limbSlots[i]==LimbSlot.Any)
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{
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if (usedSlots.HasFlag(LimbSlot.Any))
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{
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item.Unequip(character);
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PutItem(item, i, createNetworkEvent);
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return true;
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}
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else
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{
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return false;
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}
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}
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else
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{
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return TryPutItem(item, new List<LimbSlot>() {placeToSlots}, createNetworkEvent);
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if (limbSlots[i] != LimbSlot.Any && usedSlots.HasFlag(limbSlots[i]) && items[i] == null)
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{
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item.Unequip(character);
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PutItem(item, i, createNetworkEvent);
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item.Equip(character);
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return true;
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}
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////there's already an item in the slot
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//if (items[i] != null)
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//{
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// bool combined = false;
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// //if (item.Combine(items[i]))
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// //{
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// // //PutItem(item, i, false, false);
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// // combined = true;
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// //}
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// //else
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// if (items[i].Combine(item))
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// {
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// //PutItem(items[i], i, false, false);
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// Inventory otherInventory = items[i].inventory;
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// if (otherInventory!=null && createNetworkEvent)
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// {
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// new Networking.NetworkEvent(Networking.NetworkEventType.InventoryUpdate, otherInventory.Owner.ID, true, true);
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// }
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// combined = true;
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// }
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// if (!combined) return false;
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// //if (usedSlots.HasFlag(LimbSlot.BothHands))
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// //{
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// // if (limbSlots[i] == LimbSlot.LeftHand)
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// // {
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// // PutItem(item, FindLimbSlot(LimbSlot.RightHand), createNetworkEvent, false);
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// // }
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// // else if (limbSlots[i] == LimbSlot.RightHand)
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// // {
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// // PutItem(item, FindLimbSlot(LimbSlot.LeftHand), createNetworkEvent, false);
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// // }
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// //}
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// if (limbSlots[i] == LimbSlot.Any)
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// {
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// item.Unequip(character);
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// return true;
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// }
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//}
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//bool placed = false;
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//foreach (LimbSlot allowedSlot in usedSlots)
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//{
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// if ()
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//}
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//foreach (LimbSlot allowedSlot in usedSlots)
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//{
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// //check if all the required slots are free
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// for (int n = 0; n < capacity; i++)
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// {
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// if (allowedSlot.HasFlag(limbSlots[n]) && items[n] != null && items[n] != item) continue;
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// }
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// for (int n = 0; n < capacity; n++)
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// {
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// if (allowedSlot.HasFlag(limbSlots[i]) && items[i] == null)
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// {
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// PutItem(item, i, createNetworkEvent, !placed);
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// item.Equip(character);
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// placed = true;
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// }
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// }
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// if (placed) return true;
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// //if (allowedSlots.HasFlag(LimbSlot.BothHands)) TryPutItem(item, 3, createNetworkEvent);
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//}
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//if (limbSlots[i]==LimbSlot.Any)
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//{
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// if (usedSlots.HasFlag(LimbSlot.Any))
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// {
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// item.Unequip(character);
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// PutItem(item, i, createNetworkEvent);
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// return true;
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// }
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// else
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// {
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// return false;
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// }
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//}
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//else
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//{
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// if (limbSlots[i] != LimbSlot.Any && usedSlots.HasFlag(limbSlots[i]) && items[i] == null)
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// {
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// item.Unequip(character);
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// PutItem(item, i, createNetworkEvent);
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// item.Equip(character);
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// return true;
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// }
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if (usedSlots.HasFlag(LimbSlot.BothHands) && (limbSlots[i]==LimbSlot.LeftHand || limbSlots[i]==LimbSlot.RightHand))
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{
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int rightHandSlot = FindLimbSlot(LimbSlot.LeftHand);
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int leftHandSlot = FindLimbSlot(LimbSlot.RightHand);
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// if (usedSlots.HasFlag(LimbSlot.BothHands) && (limbSlots[i]==LimbSlot.LeftHand || limbSlots[i]==LimbSlot.RightHand))
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// {
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// int rightHandSlot = FindLimbSlot(LimbSlot.LeftHand);
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// int leftHandSlot = FindLimbSlot(LimbSlot.RightHand);
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if (items[rightHandSlot] != null) return false;
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if (items[leftHandSlot] != null) return false;
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// if (items[rightHandSlot] != null) return false;
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// if (items[leftHandSlot] != null) return false;
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PutItem(item, rightHandSlot, createNetworkEvent, true);
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PutItem(item, leftHandSlot, createNetworkEvent, false);
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item.Equip(character);
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return true;
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}
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// PutItem(item, rightHandSlot, createNetworkEvent, true);
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// PutItem(item, leftHandSlot, createNetworkEvent, false);
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// item.Equip(character);
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// return true;
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// }
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return false;
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}
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// return false;
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//}
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}
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@@ -1,4 +1,5 @@
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using System;
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using System.Collections.Generic;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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@@ -7,9 +8,9 @@ namespace Barotrauma.Items.Components
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{
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protected Character picker;
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protected LimbSlot allowedSlots;
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protected List<LimbSlot> allowedSlots;
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public LimbSlot AllowedSlots
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public List<LimbSlot> AllowedSlots
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{
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get { return allowedSlots; }
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}
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@@ -22,11 +23,26 @@ namespace Barotrauma.Items.Components
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public Pickable(Item item, XElement element)
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: base(item, element)
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{
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allowedSlots = new List<LimbSlot>();
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string slotString = ToolBox.GetAttributeString(element, "slots", "Any");
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string[] slots = slotString.Split(',');
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foreach (string slot in slots)
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string[] slotCombinations = slotString.Split(',');
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foreach (string slotCombination in slotCombinations)
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{
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allowedSlots = allowedSlots | (LimbSlot)Enum.Parse(typeof(LimbSlot), slot.Trim());
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string[] slots = slotCombination.Split('+');
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LimbSlot allowedSlot = LimbSlot.None;
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foreach (string slot in slots)
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{
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if (slot.ToLower()=="bothhands")
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{
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allowedSlot = LimbSlot.LeftHand | LimbSlot.RightHand;
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}
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else
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{
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allowedSlot = allowedSlot | (LimbSlot)Enum.Parse(typeof(LimbSlot), slot.Trim());
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}
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}
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allowedSlots.Add(allowedSlot);
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}
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canBePicked = true;
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@@ -89,7 +89,7 @@ namespace Barotrauma
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/// <summary>
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/// If there is room, puts the item in the inventory and returns true, otherwise returns false
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/// </summary>
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public virtual bool TryPutItem(Item item, LimbSlot allowedSlots = 0, bool createNetworkEvent = true)
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public virtual bool TryPutItem(Item item, List<LimbSlot> allowedSlots = null, bool createNetworkEvent = true)
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{
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int slot = FindAllowedSlot(item);
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if (slot < 0) return false;
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@@ -238,48 +238,46 @@ namespace Barotrauma
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if (selectedSlot == slotIndex && !isSubSlot)
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{
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System.Diagnostics.Debug.WriteLine("sdfg: "+selectedSlot+" - "+slotIndex);
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selectedSlot = -1;
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if (item == null) return;
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int itemCapacity = item.Capacity;
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if (itemCapacity == 0) return;
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int itemCapacity = item==null ? 0 : item.Capacity;
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if (itemCapacity > 0)
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{
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#if DEBUG
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System.Diagnostics.Debug.Assert(slotIndex>=0 && slotIndex<items.Length);
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System.Diagnostics.Debug.Assert(slotIndex >= 0 && slotIndex < items.Length);
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#else
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if (slotIndex<0 || slotIndex>=items.Length) return;
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#endif
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Rectangle containerRect = new Rectangle(rect.X - 5, rect.Y - (40 + 10) * itemCapacity - 5,
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rect.Width + 10, rect.Height + (40 + 10) * itemCapacity + 10);
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Rectangle containerRect = new Rectangle(rect.X - 5, rect.Y - (40 + 10) * itemCapacity - 5,
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rect.Width + 10, rect.Height + (40 + 10) * itemCapacity + 10);
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Rectangle subRect = rect;
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subRect.Height = 40;
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Rectangle subRect = rect;
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subRect.Height = 40;
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selectedSlot = containerRect.Contains(PlayerInput.MousePosition) ? slotIndex : -1;
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System.Diagnostics.Debug.WriteLine(selectedSlot);
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selectedSlot = containerRect.Contains(PlayerInput.MousePosition) ? slotIndex : -1;
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System.Diagnostics.Debug.WriteLine(selectedSlot);
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GUI.DrawRectangle(spriteBatch, containerRect, Color.Black*0.8f, true);
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GUI.DrawRectangle(spriteBatch, containerRect, Color.White);
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GUI.DrawRectangle(spriteBatch, containerRect, Color.Black * 0.8f, true);
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GUI.DrawRectangle(spriteBatch, containerRect, Color.White);
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Item[] containedItems = null;
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if (items[slotIndex] != null) containedItems = items[slotIndex].ContainedItems;
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Item[] containedItems = null;
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if (items[slotIndex] != null) containedItems = items[slotIndex].ContainedItems;
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if (containedItems != null)
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{
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for (int i = 0; i < itemCapacity; i++)
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if (containedItems != null)
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{
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subRect.Y = subRect.Y - subRect.Height - 10;
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UpdateSlot(spriteBatch, subRect, selectedSlot, i < containedItems.Count() ? containedItems[i] : null, true);
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for (int i = 0; i < itemCapacity; i++)
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{
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subRect.Y = subRect.Y - subRect.Height - 10;
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UpdateSlot(spriteBatch, subRect, selectedSlot, i < containedItems.Count() ? containedItems[i] : null, true);
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}
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}
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}
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}
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DrawSlot(spriteBatch, rect, (draggingItem == item && !mouseOn) ? null : item, mouseOn, isSubSlot, drawItem);
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@@ -186,12 +186,12 @@ namespace Barotrauma
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}
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//which type of inventory slots (head, torso, any, etc) the item can be placed in
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public LimbSlot AllowedSlots
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public List<LimbSlot> AllowedSlots
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{
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get
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{
|
||||
Pickable p = GetComponent<Pickable>();
|
||||
return (p==null) ? LimbSlot.Any : p.AllowedSlots;
|
||||
return (p==null) ? new List<LimbSlot>() { LimbSlot.Any } : p.AllowedSlots;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -257,7 +257,8 @@ namespace Barotrauma
|
||||
Vector2 rectCenter = new Vector2(rect.Center.X, rect.Center.Y);
|
||||
Vector2 offset = -currentLocation.MapPosition;
|
||||
|
||||
iceTexture.DrawTiled(spriteBatch, new Vector2(rect.X, rect.Y), new Vector2(rect.Width, rect.Height), offset, Color.White);
|
||||
iceTexture.DrawTiled(spriteBatch, new Vector2(rect.X, rect.Y), new Vector2(rect.Width, rect.Height), Vector2.Zero, Color.White);
|
||||
GUI.DrawRectangle(spriteBatch, rect, Color.White);
|
||||
//spriteBatch.Draw(iceTexture, offset, rect, null, null, 0f, null, Color.White, SpriteEffects.None, 0.0f);
|
||||
|
||||
//Vector2 scale = new Vector2((float)rect.Width/ size, (float)rect.Height/size);
|
||||
|
||||
@@ -270,16 +270,6 @@ namespace Barotrauma.Particles
|
||||
prefab.Sprites[spriteIndex].origin, drawRotation,
|
||||
drawSize, SpriteEffects.None, prefab.Sprites[spriteIndex].Depth);
|
||||
|
||||
//spriteBatch.Draw(
|
||||
// prefab.sprite.Texture,
|
||||
// drawPosition,
|
||||
// null,
|
||||
// color*alpha,
|
||||
// drawRotation,
|
||||
// prefab.sprite.origin,
|
||||
// size,
|
||||
// SpriteEffects.None, prefab.sprite.Depth);
|
||||
|
||||
prevPosition = position;
|
||||
prevRotation = rotation;
|
||||
}
|
||||
|
||||
@@ -28,19 +28,19 @@ namespace Barotrauma
|
||||
{
|
||||
using (var game = new GameMain())
|
||||
{
|
||||
//#if !DEBUG
|
||||
#if !DEBUG
|
||||
try
|
||||
{
|
||||
//#endif
|
||||
#endif
|
||||
|
||||
game.Run();
|
||||
//#if !DEBUG
|
||||
#if !DEBUG
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
CrashDump(game, "crashreport.txt", e);
|
||||
}
|
||||
//#endif
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -203,7 +203,7 @@ namespace Barotrauma
|
||||
spriteBatch.End();
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.BackToFront,
|
||||
BlendState.NonPremultiplied,
|
||||
BlendState.AlphaBlend,
|
||||
SamplerState.LinearWrap, DepthStencilState.Default, null, null,
|
||||
cam.Transform);
|
||||
|
||||
@@ -249,7 +249,7 @@ namespace Barotrauma
|
||||
spriteBatch.End();
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred,
|
||||
BlendState.NonPremultiplied,
|
||||
BlendState.AlphaBlend,
|
||||
null, DepthStencilState.Default, null, null,
|
||||
cam.Transform);
|
||||
GameMain.ParticleManager.Draw(spriteBatch, true, Particles.ParticleBlendState.AlphaBlend);
|
||||
@@ -272,7 +272,7 @@ namespace Barotrauma
|
||||
spriteBatch.End();
|
||||
|
||||
spriteBatch.Begin(SpriteSortMode.Deferred,
|
||||
BlendState.NonPremultiplied,
|
||||
BlendState.AlphaBlend,
|
||||
null, DepthStencilState.DepthRead, null, null,
|
||||
cam.Transform);
|
||||
GameMain.ParticleManager.Draw(spriteBatch, false, Particles.ParticleBlendState.AlphaBlend);
|
||||
|
||||
Reference in New Issue
Block a user