67 value.Opacity += (float)
gameTime.ElapsedGameTime.TotalSeconds * 1f;
68 if (
value.Opacity >= 1f)
75 value.Opacity -= (float)
gameTime.ElapsedGameTime.TotalSeconds * 1f;
76 if (
value.Opacity <= 0f)
109 value.Draw(spriteBatch);
static readonly BlendState AlphaBlend
static readonly DepthStencilState Default
static readonly RasterizerState CullNone
static readonly SamplerState LinearClamp
bool ICollection< KeyValuePair< TKey, TValue > >. Remove(KeyValuePair< TKey, TValue > keyValuePair)
static string[] GetNames(Type enumType)
static byte Min(byte val1, byte val2)
LinkedList< Overlay >[] _activeOverlays
void Draw(SpriteBatch spriteBatch, RenderLayers layer)
void Update(GameTime gameTime)
override void OnActivate(Overlay overlay, Vector2 position)