Unstable v0.1300.0.1
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@@ -172,22 +172,22 @@ namespace Barotrauma
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return null;
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}
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public void Draw(SpriteBatch spriteBatch, Vector2 pos, float rotate = 0.0f, float scale = 1.0f, SpriteEffects spriteEffect = SpriteEffects.None)
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public void Draw(ISpriteBatch spriteBatch, Vector2 pos, float rotate = 0.0f, float scale = 1.0f, SpriteEffects spriteEffect = SpriteEffects.None)
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{
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this.Draw(spriteBatch, pos, Color.White, rotate, scale, spriteEffect);
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}
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public void Draw(SpriteBatch spriteBatch, Vector2 pos, Color color, float rotate = 0.0f, float scale = 1.0f, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
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public void Draw(ISpriteBatch spriteBatch, Vector2 pos, Color color, float rotate = 0.0f, float scale = 1.0f, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
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{
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this.Draw(spriteBatch, pos, color, this.origin, rotate, new Vector2(scale, scale), spriteEffect, depth);
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}
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public void Draw(SpriteBatch spriteBatch, Vector2 pos, Color color, Vector2 origin, float rotate = 0.0f, float scale = 1.0f, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
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public void Draw(ISpriteBatch spriteBatch, Vector2 pos, Color color, Vector2 origin, float rotate = 0.0f, float scale = 1.0f, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
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{
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this.Draw(spriteBatch, pos, color, origin, rotate, new Vector2(scale, scale), spriteEffect, depth);
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}
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public virtual void Draw(SpriteBatch spriteBatch, Vector2 pos, Color color, Vector2 origin, float rotate, Vector2 scale, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
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public virtual void Draw(ISpriteBatch spriteBatch, Vector2 pos, Color color, Vector2 origin, float rotate, Vector2 scale, SpriteEffects spriteEffect = SpriteEffects.None, float? depth = null)
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{
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if (Texture == null) { return; }
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//DrawSilhouette(spriteBatch, pos, origin, rotate, scale, spriteEffect, depth);
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@@ -209,7 +209,7 @@ namespace Barotrauma
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}
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}
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public void DrawTiled(SpriteBatch spriteBatch, Vector2 position, Vector2 targetSize,
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public void DrawTiled(ISpriteBatch spriteBatch, Vector2 position, Vector2 targetSize,
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Color? color = null, Vector2? startOffset = null, Vector2? textureScale = null, float? depth = null)
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{
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if (Texture == null) { return; }
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