Ejemplo n.º 1
0
        public static void Initialize()
        {
            // Create the mBoundsCamera before the GUI since the GUI will create a PropertyGrid for this object.
            mBoundsCamera = new Camera(FlatRedBallServices.GlobalContentManager);
            mBoundsCamera.DrawsWorld = false;
            mBoundsCamera.DrawsToScreen = false;

            GuiData.Initialize();

            // This needs to happen after the bounds camera is created.
            mEditorLogic = new EditorLogic();

            // make resizable
            new EditorObjects.FormMethods();
        }
Ejemplo n.º 2
0
        public static void Initialize()
        {
            // Create the mBoundsCamera before the GUI since the GUI will create a PropertyGrid for this object.
            mBoundsCamera               = new Camera(FlatRedBallServices.GlobalContentManager);
            mBoundsCamera.DrawsWorld    = false;
            mBoundsCamera.DrawsToScreen = false;

            // This needs to happen after the bounds camera is created, but before GuiData is initialized.
            mEditorLogic = new EditorLogic();

            GuiData.Initialize();


            // make resizable
            new EditorObjects.FormMethods();
        }
Ejemplo n.º 3
0
        static EditorData()
        {
            // Force the UI to be created

            mEditorLogic = new EditorLogic();

            mGlobalInstructionSets = new List<AnimationSequence>();

            SpriteManager.Camera.Z = 40.0f;
            mCameraBounds = new CameraBounds(mSceneCamera);

            mBlockingScene = new Scene();

            #region create the spriteArrays, InstructionGroupArray, and SpriteGridArray
            ActiveSprites = new SpriteList();
            formationArray = new FormationArray();
            #endregion

            // Add the properties that are going to be watched for InstructionSets
            CreateMembersWatching();

            instructionPlayer = new InstructionPlayer();

            //= SpriteManager.AddSprite("genGfx/targetBox.bmp", sprMan.AddLayer());
            //			currentSpriteMarker.fade = 150;
            //			currentSpriteMarker.visible = false;


            rectangleSelector = new RectangleSelector();

        }