Structure depth sorting based on ID (overlapping structures don't "flicker" on top of each other)

This commit is contained in:
Regalis
2016-11-28 17:50:38 +02:00
parent 5779de0e17
commit d035d3bfb2
2 changed files with 8 additions and 3 deletions

View File

@@ -503,6 +503,9 @@ namespace Barotrauma
Vector2 drawOffset = Submarine == null ? Vector2.Zero : Submarine.DrawPosition;
float depth = prefab.sprite.Depth;
depth -= (ID % 255) * 0.000001f;
if (back && damageEffect == null)
{
if (prefab.BackgroundSprite != null)
@@ -550,8 +553,8 @@ namespace Barotrauma
spriteBatch,
new Vector2(sections[i].rect.X + drawOffset.X, -(sections[i].rect.Y + drawOffset.Y)),
new Vector2(sections[i].rect.Width, sections[i].rect.Height),
Vector2.Zero, color,
textureOffset);
Vector2.Zero, color,
textureOffset, depth);
}
}