/// <summary> /// When the scene starts it creates all the needed objects that are required by default /// </summary> internal void OnLoad() { QPrefs.Load().Wait(); CreatorQueue = new Queue <QEntity>(); DestroyQueue = new Queue <QBehavior>(); Window = new QWindow(Engine); SpriteRenderer = new QSpriteRenderer(Engine); GuiRenderer = new QGuiRenderer(Engine); Content = new QContentManager(Engine); Entities = new QEntityManager(Engine); Physics = new QPhysics(); List <IQLoad> Loaders = new List <IQLoad>(); //Use this method to load textures before the scene starts to compile all of them //so that the megatexture only has to be created once per scene so that there //is no delay when objects spawn, but totally optional if you have a better system BehaviorScriptLoader(Loaders); foreach (var loader in Loaders) { ((QBehavior)loader).SetName(); ((QBehavior)loader).Parent = QEntity.GetEntity(); loader.OnLoad(new QLoadContent(Engine, Content)); QEntity.FreeEntity(((QBehavior)(loader)).Parent); } Accumulator = new QAccumulator(); Coroutine = new QCoroutine(); Instantiate(Console = new QConsole()); Instantiate(Debug = new QDebug()); Instantiate(Camera = new QCamera()); CheckQueue(); DebugView = new QDebugView(Physics.PhysicsWorld); DebugView.LoadContent(Engine.GraphicsDevice, Engine.Content); Load(); }
/// <summary> /// Unloads everything that was used in the scene /// </summary> internal void OnUnload() { Entities.Objects.For(d => Destroy(d.Script)); Entities.UnloadObjects.For(un => un.OnUnload()); Physics.Clear(); Unload(); Content.Unload(); QPrefs.Save().Wait(); }