using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Barotrauma.Items.Components { partial class ItemContainer : ItemComponent, IDrawableComponent { //TODO: shouldn't this be overriding the base method? public void Draw(SpriteBatch spriteBatch, bool editing = false) { if (hideItems || (item.body != null && !item.body.Enabled)) return; Vector2 transformedItemPos = itemPos; Vector2 transformedItemInterval = itemInterval; float currentRotation = itemRotation; if (item.body == null) { transformedItemPos = new Vector2(item.Rect.X, item.Rect.Y); if (item.Submarine != null) transformedItemPos += item.Submarine.DrawPosition; transformedItemPos = transformedItemPos + itemPos; } else { //item.body.Enabled = true; Matrix transform = Matrix.CreateRotationZ(item.body.Rotation); if (item.body.Dir == -1.0f) { transformedItemPos.X = -transformedItemPos.X; transformedItemInterval.X = -transformedItemInterval.X; } transformedItemPos = Vector2.Transform(transformedItemPos, transform); transformedItemInterval = Vector2.Transform(transformedItemInterval, transform); transformedItemPos += item.DrawPosition; currentRotation += item.body.Rotation; } foreach (Item containedItem in Inventory.Items) { if (containedItem == null) continue; containedItem.Sprite.Draw( spriteBatch, new Vector2(transformedItemPos.X, -transformedItemPos.Y), containedItem.GetSpriteColor(), -currentRotation, 1.0f, (item.body != null && item.body.Dir == -1) ? SpriteEffects.FlipHorizontally : SpriteEffects.None); transformedItemPos += transformedItemInterval; } } public override void UpdateHUD(Character character) { Inventory.Update((float)Timing.Step); } public override void DrawHUD(SpriteBatch spriteBatch, Character character) { Inventory.Draw(spriteBatch); } } }