Separate draw/update methods for editingHUD & resizing

This commit is contained in:
Regalis
2016-10-07 17:06:26 +03:00
parent 94895edbdb
commit e50b801a47
5 changed files with 89 additions and 55 deletions
+5 -3
View File
@@ -891,6 +891,8 @@ namespace Barotrauma
if (!characterMode && !wiringMode)
{
if (MapEntityPrefab.Selected != null) MapEntityPrefab.Selected.UpdatePlacing(cam);
MapEntity.UpdateEditor(cam);
}
if ((characterMode || wiringMode) && dummyCharacter != null)
@@ -914,7 +916,7 @@ namespace Barotrauma
{
if (dummyCharacter.SelectedConstruction != null)
{
dummyCharacter.SelectedConstruction.UpdateHUD(dummyCharacter);
dummyCharacter.SelectedConstruction.UpdateHUD(cam, dummyCharacter);
}
if (PlayerInput.KeyHit(InputType.Select) && dummyCharacter.ClosestItem != dummyCharacter.SelectedConstruction) dummyCharacter.SelectedConstruction = null;
@@ -971,7 +973,7 @@ namespace Barotrauma
{
if (dummyCharacter.SelectedConstruction != null)
{
dummyCharacter.SelectedConstruction.DrawHUD(spriteBatch, dummyCharacter);
dummyCharacter.SelectedConstruction.DrawHUD(spriteBatch, cam, dummyCharacter);
}
dummyCharacter.DrawHUD(spriteBatch, cam);
@@ -993,7 +995,7 @@ namespace Barotrauma
GUItabs[selectedTab].Draw(spriteBatch);
}
MapEntity.Edit(spriteBatch, cam);
MapEntity.DrawEditor(spriteBatch, cam);
}
if (tutorial != null) tutorial.Draw(spriteBatch);