public void setCRTState(ARstate newState, AssetMngr assetMngr)
        {
            crtState = newState;

            assetMngr.unload();

            initalizeState();
        }
        public void loadAssetMngr() //Initializes the abstract realm's manager for the game.
        {
            assetMngr = new AssetMngr(content, gDeviceMngr.GraphicsDevice);

            assetMngr.gDevice.SamplerStates[0] = new SamplerState {
                Filter = TextureFilter.Anisotropic
            };                                                                                              //Needs to be moved to diplay as a configurable option.
        }
Exemple #3
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        //Public
        public FCB(Vector3 position, AssetMngr assetMngr) : base(position, assetMngr)
        {
            this.assetMngr = assetMngr;
            this.position  = position;

            boundedBody = new BoundedBody();

            loadAssets();

            testSprite.scaleBillboard(SpaceMngr.scale / 5f);
            testSprite.setPosition(position);

            charSphere = new BoundingSphere(this.position, 20f);
        }
Exemple #4
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        //Public
        public UiGrid(AssetMngr assetMngr)
        {
            position = new Tuple <int, int>(0, 0);

            assetMngr.LoadStateResource("UI");

            foreach (KeyValuePair <string, Texture2D> texture in AssetMngr.currentTextures)
            {
                if (texture.Key.Contains("uiSelection"))
                {
                    selection = new RigidBillboard(texture.Value);
                }
            }
        }
Exemple #5
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        //Public
        public character(Vector3 position, AssetMngr assetMngr)
        {
            this.position = position;

            boundedBody = new BoundedBody();
        }