Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/Map/StructurePrefab.cs
T
juanjp600 4d225c65f2 Updated to MonoGame 3.6 + Directory refactor
- Barotrauma's projects are in the Barotrauma directory
- All libraries are in the Libraries directory
- MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?)
- NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred
- Removed Content/effects.mgfx as it didn't seem to be used anywhere
- Removed some references to Subsurface directory
- Renamed Launcher2 to Launcher
2017-06-27 09:52:57 -03:00

45 lines
1.8 KiB
C#

using System;
using System.Xml.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System.Collections.Generic;
namespace Barotrauma
{
partial class StructurePrefab : MapEntityPrefab
{
public override void DrawPlacing(SpriteBatch spriteBatch, Camera cam)
{
Vector2 position = Submarine.MouseToWorldGrid(cam, Submarine.MainSub);
//Vector2 placeSize = size;
Rectangle newRect = new Rectangle((int)position.X, (int)position.Y, (int)size.X, (int)size.Y);
if (placePosition == Vector2.Zero)
{
if (PlayerInput.LeftButtonHeld())
placePosition = Submarine.MouseToWorldGrid(cam, Submarine.MainSub);
newRect.X = (int)position.X;
newRect.Y = (int)position.Y;
//sprite.Draw(spriteBatch, new Vector2(position.X, -position.Y), placeSize, Color.White);
}
else
{
Vector2 placeSize = size;
if (resizeHorizontal) placeSize.X = position.X - placePosition.X;
if (resizeVertical) placeSize.Y = placePosition.Y - position.Y;
newRect = Submarine.AbsRect(placePosition, placeSize);
}
sprite.DrawTiled(spriteBatch, new Vector2(newRect.X, -newRect.Y), new Vector2(newRect.Width, newRect.Height), Color.White);
GUI.DrawRectangle(spriteBatch, new Rectangle(newRect.X - GameMain.GraphicsWidth, -newRect.Y, newRect.Width + GameMain.GraphicsWidth * 2, newRect.Height), Color.White);
GUI.DrawRectangle(spriteBatch, new Rectangle(newRect.X, -newRect.Y - GameMain.GraphicsHeight, newRect.Width, newRect.Height + GameMain.GraphicsHeight * 2), Color.White);
}
}
}