internal void Draw(GameTime gameTime)
{
Matrix viewMatrix = Matrix.Identity;
if (!Pinned)
{
viewMatrix = Engine.Camera.ComputeViewMatrix(Parallax);
}
ZeplinGame.spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.BackToFront, SaveStateMode.None, viewMatrix);
foreach (GameObject o in GameObjects)
{
if (o.OnDraw != null)
o.OnDraw(gameTime);
}
ZeplinGame.spriteBatch.End();
}