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. }
//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); }
//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); } } }
//Public public character(Vector3 position, AssetMngr assetMngr) { this.position = position; boundedBody = new BoundedBody(); }