using System; using System.Collections.Generic; using System.Linq; using System.Text; using Axios.Engine.Interfaces; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework; using FarseerPhysics.Dynamics; using FarseerPhysics.SamplesFramework; namespace Axios.Engine { #if DFDSF class DrawableBreakableAxiosGameObject : AxiosBreakableGameObject, IDrawableAxiosGameObject { protected int _draworder; protected new List BodyParts = new List(); protected new SimpleDrawableAxiosGameObject BodyPart = null; protected Boolean _adjustunits = true; protected Boolean _relativetocamera = true; public int DrawOrder { get { return this._draworder; } set { this._draworder = value; } } public override void LoadContent(AxiosGameScreen gameScreen) { base.LoadContent(gameScreen); } public virtual void Draw(AxiosGameScreen gameScreen, GameTime gameTime) { /*for(int i = 0; i < Body.Parts.Count; i++) { if (_relativetocamera) gameScreen.ScreenManager.SpriteBatch.Begin(0, null, null, null, null, null, gameScreen.Camera.View); else gameScreen.ScreenManager.SpriteBatch.Begin(); if (_adjustunits) DrawObject(gameScreen.ScreenManager.SpriteBatch, Textures[i], Body.Parts[i].Body, Origins[i], true); else DrawObject(gameScreen.ScreenManager.SpriteBatch, Textures[i], Body.Parts[i].Body, Origins[i]); gameScreen.ScreenManager.SpriteBatch.End(); }*/ if (_isbroken) if (BodyParts.Count > 0) foreach (SimpleDrawableAxiosGameObject obj in BodyParts) obj.Draw(gameScreen, gameTime); else if (BodyPart != null) BodyPart.Draw(gameScreen, gameTime); } } #endif }