public void DrawMiniLights(SpriteBatch spriteBatch, MiniMap map)
{
for (int i = 0; i < this.units.Count(); i++)
{
Unit unit = this.units.ElementAt(i);
Point miniMapPoint = map.MapToMiniMap(unit.GetLocation());
spriteBatch.Draw(
lightTexture,
new Vector2(
miniMapPoint.X - 1,
miniMapPoint.Y - 1),
null,
Color.White,
0f,
new Vector2(16, 16),
(int)(unit.visionRange / lightTexture.Width / (2.1)),
SpriteEffects.None,
1.0f);
}
for (int i = 0; i < this.buildings.Count(); i++)
{
Building b = this.buildings.ElementAt(i);
if (b.state != Building.State.Preview)
{
Point miniMapPoint = map.MapToMiniMap(b.GetLocation());
spriteBatch.Draw(
lightTexture,
new Vector2(miniMapPoint.X,
miniMapPoint.Y),
null,
Color.White,
0f,
new Vector2(16, 16),
(int)(b.visionRange / lightTexture.Width / (2.1)),
SpriteEffects.None,
1.0f);
}
}
}