internal DbArmature(string name, ITextureSupplier texturer, GraphicsDevice graphics, DragonBones creator) : base(name) { Creator = creator; Texturer = texturer; GraphicsDevice = graphics; Bones = new KeyedCollectionImpl <string, DbBone>(b => b.Name); Slots = new KeyedCollectionImpl <string, DbSlot>(s => s.Name); Animations = new KeyedCollectionImpl <string, DbAnimation>(a => a.Name); IkConstraints = new List <DbIkConstraint>(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); _demonAtlas = TextureAtlas.FromJson("Content/DemonTexture.json"); _demonAtlas.LoadContent(Content); _demonArmature = DragonBones.FromJson("Content/Demon.json", _demonAtlas, GraphicsDevice).Armature; _dragonAtlas = TextureAtlas.FromJson("Content/texture.json"); _dragonAtlas.LoadContent(Content); _dragonArmature = DragonBones.FromJson("Content/Dragon.json", _dragonAtlas, GraphicsDevice).Armature; //_dragonArmature.PlaySound += (s, e) => Debug.WriteLine("Got sound event: " + e.Name); //_dragonArmature.DoAction += (s, e) => Debug.WriteLine("Got action event: " + e.Name); _meshAtlas = TextureAtlas.FromJson("Content/Culling.json"); _meshAtlas.LoadContent(Content); _meshArmature = DragonBones.FromJson("Content/Meshes.json", _meshAtlas, GraphicsDevice).Armature; }