UHSampleGame.Players.Player.DrawDeployTab C# (CSharp) Method

DrawDeployTab() private method

private DrawDeployTab ( ) : void
return void
        void DrawDeployTab()
        {
            ScreenManager.SpriteBatch.Draw(backgroundTabs[PlayerNum][TeamNum], globalLocations[PlayerNum], Color.White);
            for (int i = 0; i < MAX_UNIT_TYPES; i++)
            {
                if (unitInformation[i].icon != null)
                {
                    ScreenManager.SpriteBatch.Draw(unitInformation[i].icon,
                        unitIconLocation[PlayerNum][i], Color.White);

                    ScreenManager.SpriteBatch.DrawInt32(unitFont, UnitCollection.UnitCountForPlayer(PlayerNum,
                        unitInformation[i].type), unitNumberPosition[PlayerNum][i], Color.White);

                    if (selectedUnit == i)
                    {
                        ScreenManager.SpriteBatch.Draw(highlightIcon,
                            highlightUnitIconLocations[PlayerNum][i],
                            highlightIconSourceRect,
                            Color.White,
                            highlightRotations[currentHighlightRotation],
                            highlightOrigin,
                            SpriteEffects.None,
                            1.0f);
                    }
                }
            }

            ScreenManager.SpriteBatch.Draw(unitMeterBaseTexture, unitMeterBaseLocation[PlayerNum], Color.White);
            if (queuedUnits > 0)
            {
                if (queuedDeclineMode)
                {
                    unitMeterOverlayDestination[PlayerNum].Height = (int)(
                        ((float) queuedUnits / (float)queuedUnitsToDeploy) *
                        unitMeterOverlayMaxHeight[PlayerNum]);

                   unitMeterOverlayDestination[PlayerNum].Y = (int)(unitMeterOverlayBaseY[PlayerNum] - unitMeterOverlayDestination[PlayerNum].Height);
                }
                else
                {
                    unitMeterOverlayDestination[PlayerNum].Height = (int)((percentOfUnitsQueued / 100.0f) *
                        unitMeterOverlayMaxHeight[PlayerNum]);
                    unitMeterOverlayDestination[PlayerNum].Y = (int)(unitMeterOverlayBaseY[PlayerNum] - unitMeterOverlayDestination[PlayerNum].Height);
                }

                ScreenManager.SpriteBatch.Draw(unitMeterOverlayTexture[TeamNum], unitMeterOverlayDestination[PlayerNum],
                    unitMeterOverlaySource, Color.White);

            }
        }