protected bool _adjustunits = true;␍␊ |
protected bool _relativetocamera = true;␍␊ |
␍␊ |
protected float _rotation;␍␊ |
␍␊ |
public float Rotation␍␊ |
{␍␊ |
get { return _rotation; }␍␊ |
set { _rotation = value; }␍␊ |
}␍␊ |
␍␊ |
public bool AdjustUnits //if value changed - change position depending on adjusting the units␍␊ |
{␍␊ |
get { return _adjustunits; }␍␊ |
|
else␍␊ |
gameScreen.ScreenManager.SpriteBatch.Begin();␍␊ |
if (_adjustunits)␍␊ |
gameScreen.ScreenManager.SpriteBatch.Draw(Texture, ConvertUnits.ToDisplayUnits(Position), null, Color.White, 0, Origin, _scale, SpriteEffects.None, 0);␍␊ |
gameScreen.ScreenManager.SpriteBatch.Draw(Texture, ConvertUnits.ToDisplayUnits(Position), null, Color.White, _rotation, Origin, _scale, SpriteEffects.None, 0);␍␊ |
else␍␊ |
gameScreen.ScreenManager.SpriteBatch.Draw(Texture, Position, null, Color.White, 0, Origin, _scale, SpriteEffects.None, 0);␍␊ |
gameScreen.ScreenManager.SpriteBatch.Draw(Texture, Position, null, Color.White, _rotation, Origin, _scale, SpriteEffects.None, 0);␍␊ |
gameScreen.ScreenManager.SpriteBatch.End();␍␊ |
}␍␊ |
␍␊ |