using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Linq; namespace Barotrauma { partial class Decal { public void Draw(SpriteBatch spriteBatch, Hull hull, float depth) { if (Sprite.Texture == null) { return; } Vector2 drawPos = position + hull.Rect.Location.ToVector2(); if (hull.Submarine != null) { drawPos += hull.Submarine.DrawPosition; } drawPos.Y = -drawPos.Y; spriteBatch.Draw(Sprite.Texture, drawPos, clippedSourceRect, Color * GetAlpha(), 0, Vector2.Zero, Scale, SpriteEffects.None, depth); if (GameMain.DebugDraw && affectedSections != null && affectedSections.Count > 0) { Vector2 drawOffset = hull.Submarine == null ? Vector2.Zero : hull.Submarine.DrawPosition; Point sectionSize = affectedSections.First().Rect.Size; Rectangle drawPositionRect = new Rectangle((int)(drawOffset.X + hull.Rect.X), (int)(drawOffset.Y + hull.Rect.Y), sectionSize.X, sectionSize.Y); foreach (var section in affectedSections) { // Draw colors GUI.DrawRectangle(spriteBatch, new Vector2(drawPositionRect.X + section.Rect.X, -(drawPositionRect.Y + section.Rect.Y)), new Vector2(sectionSize.X, sectionSize.Y), Color.Red, false, 0.0f, (int)Math.Max(1.5f / Screen.Selected.Cam.Zoom, 1.0f)); } } } } }