BlindPrediction.Program.Draw C# (CSharp) Метод

Draw() статический приватный Метод

static private Draw ( EventArgs e ) : void
e System.EventArgs
Результат void
        static void Draw(EventArgs e)
        {
            if (!Game.IsInGame) return;
            if (!Menu.Item("toggle").GetValue<bool>()) return;

            try {
                foreach (var v in HeroList) {
                    if (!v.Key.IsVisible && v.Key.IsAlive) {
                        if (Menu.Item("predict").GetValue<bool>())
                        {
                            Vector3 ePos = new Vector3(v.Key.NetworkPosition.X + (float)Math.Cos(v.Key.NetworkRotationRad) * v.Key.MovementSpeed * (Game.GameTime - v.Value),
                                                    v.Key.NetworkPosition.Y + (float)Math.Sin(v.Key.NetworkRotationRad) * v.Key.MovementSpeed * (Game.GameTime - v.Value),
                                                    v.Key.NetworkPosition.Z + 50);
                            if (v.Key.NetworkActivity != NetworkActivity.Move) ePos = v.Key.NetworkPosition;
                            Drawing.DrawRect(Drawing.WorldToScreen(ePos) - 25, new Vector2(50, 50), Drawing.GetTexture("materials/ensage_ui/miniheroes/" + v.Key.Name.Substring(v.Key.Name.LastIndexOf("hero_") + 5) + ".vmat"));
                        }
                        else
                        {
                            Vector3 ePos = new Vector3(v.Key.NetworkPosition.X,
                                                    v.Key.NetworkPosition.Y,
                                                    v.Key.NetworkPosition.Z);
                            if (v.Key.NetworkActivity != NetworkActivity.Move) ePos = v.Key.NetworkPosition;
                            Drawing.DrawRect(Drawing.WorldToScreen(ePos) - 25, new Vector2(50, 50), Drawing.GetTexture("materials/ensage_ui/miniheroes/" + v.Key.Name.Substring(v.Key.Name.LastIndexOf("hero_") + 5) + ".vmat"));
                        }

                    }
                }
            } catch (Exception) {
                // Do nothing, HeroList has simply been modified during this foreach loop.
            }
        }