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

@@ -223,12 +223,14 @@ namespace Barotrauma
DrawTiled(spriteBatch, pos, targetSize, Vector2.Zero, color);
}
public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, Vector2 startOffset, Color color, Point offset)
public void DrawTiled(SpriteBatch spriteBatch, Vector2 pos, Vector2 targetSize, Vector2 startOffset, Color color, Point offset, float? overrideDepth = null)
{
//how many times the texture needs to be drawn on the x-axis
int xTiles = (int)Math.Ceiling((targetSize.X + startOffset.X) / sourceRect.Width);
//how many times the texture needs to be drawn on the y-axis
int yTiles = (int)Math.Ceiling((targetSize.Y + startOffset.Y) / sourceRect.Height);
float depth = overrideDepth == null ? this.depth : (float)overrideDepth;
Rectangle texPerspective = sourceRect;