Exemple #1
0
 /// <summary>
 /// Sets the loading image, loading desc and load title on the UICoreLogic component.
 /// </summary>
 public virtual void SetLoadingScreenItems()
 {
     logic = FindObjectOfType <UICoreLogic>();
     if (logic != null)
     {
         logic.loadingImages = (LoadingImages.Count > 0) ? LoadingImages : logic.loadingImages;
         logic.loadingTitle  = LoadingTitle;
         logic.loadingDesc   = (LoadingDescriptions.Count > 0) ? LoadingDescriptions : logic.loadingDesc;
     }
     else
     {
         ui = FindObjectOfType <ExampleUI>();
         if (ui != null)
         {
             if (LoadingImages.Count > 0)
             {
                 ui.SetLoadingImages(LoadingImages);
             }
             ui.SetLoadingTitleText(LoadingTitle);
             ui.ResetLoadingBar();
             if (LoadingDescriptions.Count > 0)
             {
                 ui.SetLoadingDescriptionText(LoadingDescriptions);
             }
         }
     }
 }
Exemple #2
0
 public override void Load()
 {
     for (int k = 1; k <= 4; k++)
     {
         AddBossHeadTexture(captiveElementHead + k);
         AddBossHeadTexture(captiveElement2Head + k);
     }
     RandomBuffHotKey     = RegisterHotKey("Random Buff", "P");
     FaceCustomCurrencyID = CustomCurrencyManager.RegisterCurrency(new ExampleCustomCurrency(ItemType <Items.Face>(), 999L));
     if (!Main.dedServ)
     {
         AddEquipTexture(null, EquipType.Legs, "ExampleRobe_Legs", "ExampleMod/Items/Armor/ExampleRobe_Legs");
         //Main.music[MusicID.Dungeon].ModMusic = GetSound("Sounds/Music/ExampleMusic").CreateInstance();
         AddMusicBox(GetSoundSlot(SoundType.Music, "Sounds/Music/DriveMusic"), ItemType("ExampleMusicBox"), TileType("ExampleMusicBox"));
         Main.instance.LoadTiles(TileID.Loom);
         Main.tileTexture[TileID.Loom] = GetTexture("Tiles/AnimatedLoom");
         // What if....Replace a vanilla item texture and equip texture.
         //Main.itemTexture[ItemID.CopperHelmet] = GetTexture("Resprite/CopperHelmet_Item");
         //Item copperHelmet = new Item();
         //copperHelmet.SetDefaults(ItemID.CopperHelmet);
         //Main.armorHeadLoaded[copperHelmet.headSlot] = true;
         //Main.armorHeadTexture[copperHelmet.headSlot] = GetTexture("Resprite/CopperHelmet_Head");
         Filters.Scene["ExampleMod:PuritySpirit"]       = new Filter(new PuritySpiritScreenShaderData("FilterMiniTower").UseColor(0.4f, 0.9f, 0.4f).UseOpacity(0.7f), EffectPriority.VeryHigh);
         SkyManager.Instance["ExampleMod:PuritySpirit"] = new PuritySpiritSky();
         Filters.Scene["ExampleMod:MonolithVoid"]       = new Filter(new ScreenShaderData("FilterMoonLord"), EffectPriority.Medium);
         SkyManager.Instance["ExampleMod:MonolithVoid"] = new VoidSky();
         exampleFont = GetFont("Fonts/ExampleFont");
         exampleUI   = new ExampleUI();
         exampleUI.Activate();
         exampleUserInterface = new UserInterface();
         exampleUserInterface.SetState(exampleUI);
     }
 }
Exemple #3
0
        public override void Load()
        {
            for (int k = 1; k <= 4; k++)
            {
                AddBossHeadTexture(captiveElementHead + k);
                AddBossHeadTexture(captiveElement2Head + k);
            }
            RandomBuffHotKey     = RegisterHotKey("Random Buff", "P");
            FaceCustomCurrencyID = CustomCurrencyManager.RegisterCurrency(new ExampleCustomCurrency(ItemType <Items.Face>(), 999L));
            if (!Main.dedServ)
            {
                AddEquipTexture(null, EquipType.Legs, "ExampleRobe_Legs", "ExampleMod/Items/Armor/ExampleRobe_Legs");
                AddEquipTexture(new Items.Armor.BlockyHead(), null, EquipType.Head, "BlockyHead", "ExampleMod/Items/Armor/ExampleCostume_Head");
                AddEquipTexture(new Items.Armor.BlockyBody(), null, EquipType.Body, "BlockyBody", "ExampleMod/Items/Armor/ExampleCostume_Body", "ExampleMod/Items/Armor/ExampleCostume_Arms");
                AddEquipTexture(new Items.Armor.BlockyLegs(), null, EquipType.Legs, "BlockyLeg", "ExampleMod/Items/Armor/ExampleCostume_Legs");
                //Main.music[MusicID.Dungeon].ModMusic = GetSound("Sounds/Music/ExampleMusic").CreateInstance();
                AddMusicBox(GetSoundSlot(SoundType.Music, "Sounds/Music/DriveMusic"), ItemType("ExampleMusicBox"), TileType("ExampleMusicBox"));
                Main.instance.LoadTiles(TileID.Loom);
                Main.tileTexture[TileID.Loom] = GetTexture("Tiles/AnimatedLoom");
                // What if....Replace a vanilla item texture and equip texture.
                //Main.itemTexture[ItemID.CopperHelmet] = GetTexture("Resprite/CopperHelmet_Item");
                //Item copperHelmet = new Item();
                //copperHelmet.SetDefaults(ItemID.CopperHelmet);
                //Main.armorHeadLoaded[copperHelmet.headSlot] = true;
                //Main.armorHeadTexture[copperHelmet.headSlot] = GetTexture("Resprite/CopperHelmet_Head");
                Filters.Scene["ExampleMod:PuritySpirit"]       = new Filter(new PuritySpiritScreenShaderData("FilterMiniTower").UseColor(0.4f, 0.9f, 0.4f).UseOpacity(0.7f), EffectPriority.VeryHigh);
                SkyManager.Instance["ExampleMod:PuritySpirit"] = new PuritySpiritSky();
                Filters.Scene["ExampleMod:MonolithVoid"]       = new Filter(new ScreenShaderData("FilterMoonLord"), EffectPriority.Medium);
                SkyManager.Instance["ExampleMod:MonolithVoid"] = new VoidSky();
                // exampleFont = GetFont("Fonts/ExampleFont");
                exampleEffect = GetEffect("Effects/ExampleEffect");
                Ref <Effect> exampleEffectRef = new Ref <Effect>();
                exampleEffectRef.Value = exampleEffect;
                GameShaders.Armor.BindShader <ArmorShaderData>(ItemType <Items.ExampleDye>(), new ArmorShaderData(exampleEffectRef, "ExampleDyePass"));
                exampleUI = new ExampleUI();
                exampleUI.Activate();
                exampleUserInterface = new UserInterface();
                exampleUserInterface.SetState(exampleUI);
            }

            ModTranslation text = CreateTranslation("LivesLeft");

            text.SetDefault("{0} has {1} lives left!");
            AddTranslation(text);
            text = CreateTranslation("LifeLeft");
            text.SetDefault("{0} has 1 life left!");
            AddTranslation(text);
            text = CreateTranslation("NPCTalk");
            text.SetDefault("<{0}> {1}");
            AddTranslation(text);
            text = CreateTranslation("VolcanoWarning");
            text.SetDefault("Did you hear something....A Volcano! Find Cover!");
            AddTranslation(text);
        }
Exemple #4
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        public override void Load()
        {
            instance = this;

            // Adds boss head textures for the Abomination boss
            for (int k = 1; k <= 4; k++)
            {
                AddBossHeadTexture(captiveElementHead + k);
                AddBossHeadTexture(captiveElement2Head + k);
            }

            // Registers a new hotkey
            RandomBuffHotKey = RegisterHotKey("Random Buff", "P");

            // Registers a new custom currency
            FaceCustomCurrencyID = CustomCurrencyManager.RegisterCurrency(new ExampleCustomCurrency(ItemType <Items.Face>(), 999L));

            // All code below runs only if we're not loading on a server
            if (!Main.dedServ)
            {
                // Add certain equip textures
                AddEquipTexture(null, EquipType.Legs, "ExampleRobe_Legs", "ExampleMod/Items/Armor/ExampleRobe_Legs");
                AddEquipTexture(new Items.Armor.BlockyHead(), null, EquipType.Head, "BlockyHead", "ExampleMod/Items/Armor/ExampleCostume_Head");
                AddEquipTexture(new Items.Armor.BlockyBody(), null, EquipType.Body, "BlockyBody", "ExampleMod/Items/Armor/ExampleCostume_Body", "ExampleMod/Items/Armor/ExampleCostume_Arms");
                AddEquipTexture(new Items.Armor.BlockyLegs(), null, EquipType.Legs, "BlockyLeg", "ExampleMod/Items/Armor/ExampleCostume_Legs");

                // Change the vanilla dungeon track
                // Main.music[MusicID.Dungeon] = GetMusic("Sounds/Music/DriveMusic");

                // Register a new music box
                AddMusicBox(GetSoundSlot(SoundType.Music, "Sounds/Music/DriveMusic"), ItemType("ExampleMusicBox"), TileType("ExampleMusicBox"));

                // Change the vailla loom texture
                Main.instance.LoadTiles(TileID.Loom);                             // First load the tile texture
                Main.tileTexture[TileID.Loom] = GetTexture("Tiles/AnimatedLoom"); // Now we change it

                //What if....Replace a vanilla item texture and equip texture.
                //Main.itemTexture[ItemID.CopperHelmet] = GetTexture("Resprite/CopperHelmet_Item");
                //Item copperHelmet = new Item();
                //copperHelmet.SetDefaults(ItemID.CopperHelmet);
                //Main.armorHeadLoaded[copperHelmet.headSlot] = true;
                //Main.armorHeadTexture[copperHelmet.headSlot] = GetTexture("Resprite/CopperHelmet_Head");

                // Create new skies and screen filters
                Filters.Scene["ExampleMod:PuritySpirit"]       = new Filter(new PuritySpiritScreenShaderData("FilterMiniTower").UseColor(0.4f, 0.9f, 0.4f).UseOpacity(0.7f), EffectPriority.VeryHigh);
                SkyManager.Instance["ExampleMod:PuritySpirit"] = new PuritySpiritSky();
                Filters.Scene["ExampleMod:MonolithVoid"]       = new Filter(new ScreenShaderData("FilterMoonLord"), EffectPriority.Medium);
                SkyManager.Instance["ExampleMod:MonolithVoid"] = new VoidSky();
                // exampleFont = GetFont("Fonts/ExampleFont");
                exampleEffect = GetEffect("Effects/ExampleEffect");
                Ref <Effect> exampleEffectRef = new Ref <Effect>();
                exampleEffectRef.Value = exampleEffect;
                GameShaders.Armor.BindShader <ArmorShaderData>(ItemType <Items.ExampleDye>(), new ArmorShaderData(exampleEffectRef, "ExampleDyePass"));

                // Custom UI
                exampleUI = new ExampleUI();
                exampleUI.Activate();
                exampleUserInterface = new UserInterface();
                exampleUserInterface.SetState(exampleUI);
            }

            // Register custom mod translations, lives left is for Spirit of Purity
            ModTranslation text = CreateTranslation("LivesLeft");

            text.SetDefault("{0} has {1} lives left!");
            AddTranslation(text);
            text = CreateTranslation("LifeLeft");
            text.SetDefault("{0} has 1 life left!");
            AddTranslation(text);
            text = CreateTranslation("NPCTalk");
            text.SetDefault("<{0}> {1}");
            AddTranslation(text);

            // Volcano warning is for the random vulcano tremor
            text = CreateTranslation("VolcanoWarning");
            text.SetDefault("Did you hear something....A Volcano! Find Cover!");
            AddTranslation(text);
        }
Exemple #5
0
        public override void Load()
        {
            // Will show up in client.log under the ExampleMod name
            Logger.InfoFormat("{0} example logging", Name);
            // In older tModLoader versions we used: ErrorLogger.Log("blabla");
            // Replace that with above

            // Registers a new hotkey
            RandomBuffHotKey = RegisterHotKey("Random Buff", "P");             // See https://docs.microsoft.com/en-us/previous-versions/windows/xna/bb197781(v%3dxnagamestudio.41) for special keys

            // Registers a new custom currency
            FaceCustomCurrencyId = CustomCurrencyManager.RegisterCurrency(new ExampleCustomCurrency(ModContent.ItemType <Items.Face>(), 999L));

            Mundane.AddHacks();

            // All code below runs only if we're not loading on a server
            if (!Main.dedServ)
            {
                // Add certain equip textures
                AddEquipTexture(null, EquipType.Legs, "ExampleRobe_Legs", "ExampleMod/Items/Armor/ExampleRobe_Legs");
                AddEquipTexture(new Items.Armor.BlockyHead(), null, EquipType.Head, "BlockyHead", "ExampleMod/Items/Armor/ExampleCostume_Head");
                AddEquipTexture(new Items.Armor.BlockyBody(), null, EquipType.Body, "BlockyBody", "ExampleMod/Items/Armor/ExampleCostume_Body", "ExampleMod/Items/Armor/ExampleCostume_Arms");
                AddEquipTexture(new Items.Armor.BlockyLegs(), null, EquipType.Legs, "BlockyLeg", "ExampleMod/Items/Armor/ExampleCostume_Legs");

                // Register a new music box
                AddMusicBox(GetSoundSlot(SoundType.Music, "Sounds/Music/MarbleGallery"), ItemType("ExampleMusicBox"), TileType("ExampleMusicBox"));

                // Change the vanilla loom texture
                Main.instance.LoadTiles(TileID.Loom);                             // First load the tile texture
                Main.tileTexture[TileID.Loom] = GetTexture("Tiles/AnimatedLoom"); // Now we change it

                //What if....Replace a vanilla item texture and equip texture.
                //Main.itemTexture[ItemID.CopperHelmet] = GetTexture("Resprite/CopperHelmet_Item");
                //Item copperHelmet = new Item();
                //copperHelmet.SetDefaults(ItemID.CopperHelmet);
                //Main.armorHeadLoaded[copperHelmet.headSlot] = true;
                //Main.armorHeadTexture[copperHelmet.headSlot] = GetTexture("Resprite/CopperHelmet_Head");

                // Create new skies and screen filters
                Filters.Scene["ExampleMod:PuritySpirit"]       = new Filter(new PuritySpiritScreenShaderData("FilterMiniTower").UseColor(0.4f, 0.9f, 0.4f).UseOpacity(0.7f), EffectPriority.VeryHigh);
                SkyManager.Instance["ExampleMod:PuritySpirit"] = new PuritySpiritSky();
                Filters.Scene["ExampleMod:MonolithVoid"]       = new Filter(new ScreenShaderData("FilterMoonLord"), EffectPriority.Medium);
                SkyManager.Instance["ExampleMod:MonolithVoid"] = new VoidSky();
                GameShaders.Armor.BindShader(ModContent.ItemType <Items.ExampleDye>(), new ArmorShaderData(new Ref <Effect>(GetEffect("Effects/ExampleEffect")), "ExampleDyePass"));
                GameShaders.Hair.BindShader(ModContent.ItemType <Items.ExampleHairDye>(), new LegacyHairShaderData().UseLegacyMethod((Player player, Color newColor, ref bool lighting) => Color.Green));
                GameShaders.Misc["ExampleMod:DeathAnimation"] = new MiscShaderData(new Ref <Effect>(GetEffect("Effects/ExampleEffectDeath")), "DeathAnimation").UseImage("Images/Misc/Perlin");

                if (FontExists("Fonts/ExampleFont"))
                {
                    exampleFont = GetFont("Fonts/ExampleFont");
                }

                // Custom UI
                ExampleUI = new ExampleUI();
                ExampleUI.Activate();
                _exampleUserInterface = new UserInterface();
                _exampleUserInterface.SetState(ExampleUI);

                // Custom Resource Bar
                ExampleResourceBar = new ExampleResourceBar();
                _exampleResourceBarUserInterface = new UserInterface();
                _exampleResourceBarUserInterface.SetState(ExampleResourceBar);

                // UserInterface can only show 1 UIState at a time. If you want different "pages" for a UI, switch between UIStates on the same UserInterface instance.
                // We want both the Coin counter and the Example Person UI to be independent and coexist simultaneously, so we have them each in their own UserInterface.
                ExamplePersonUserInterface = new UserInterface();
                // We will call .SetState later in ExamplePerson.OnChatButtonClicked
            }

            // Register custom mod translations, lives left is for Spirit of Purity
            // See the .lang files in the Localization folder for an easier to manage approach to translations. These few examples are here just to illustrate the concept.
            ModTranslation text = CreateTranslation("LivesLeft");

            text.SetDefault("{0} has {1} lives left!");
            AddTranslation(text);
            text = CreateTranslation("LifeLeft");
            text.SetDefault("{0} has 1 life left!");
            AddTranslation(text);
            text = CreateTranslation("NPCTalk");
            text.SetDefault("<{0}> {1}");
            AddTranslation(text);
            text = CreateTranslation("Common.LocalizedLabelDynamic");
            text.SetDefault($"[i:{ModContent.ItemType<Items.Weapons.SpectreGun>()}]  This dynamic label is added in ExampleMod.Load");
            AddTranslation(text);

            // Volcano warning is for the random volcano tremor
            text = CreateTranslation("VolcanoWarning");
            text.SetDefault("Did you hear something....A Volcano! Find Cover!");
            AddTranslation(text);
        }
Exemple #6
0
        public override void Load()
        {
            instance = this;
            // Will show up in client.log under the ExampleMod name
            Logger.InfoFormat("{0} example logging", this.Name);
            // ErrorLogger.Log("blabla"); REPLACE THIS WITH ABOVE

            // Adds boss head textures for the Abomination boss
            for (int k = 1; k <= 4; k++)
            {
                AddBossHeadTexture(captiveElementHead + k);
                AddBossHeadTexture(captiveElement2Head + k);
            }

            // Registers a new hotkey
            RandomBuffHotKey = RegisterHotKey("Random Buff", "P");             // See https://docs.microsoft.com/en-us/previous-versions/windows/xna/bb197781(v%3dxnagamestudio.41) for special keys

            // Registers a new custom currency
            FaceCustomCurrencyID = CustomCurrencyManager.RegisterCurrency(new ExampleCustomCurrency(ItemType <Items.Face>(), 999L));

            // All code below runs only if we're not loading on a server
            if (!Main.dedServ)
            {
                // Add certain equip textures
                AddEquipTexture(null, EquipType.Legs, "ExampleRobe_Legs", "ExampleMod/Items/Armor/ExampleRobe_Legs");
                AddEquipTexture(new Items.Armor.BlockyHead(), null, EquipType.Head, "BlockyHead", "ExampleMod/Items/Armor/ExampleCostume_Head");
                AddEquipTexture(new Items.Armor.BlockyBody(), null, EquipType.Body, "BlockyBody", "ExampleMod/Items/Armor/ExampleCostume_Body", "ExampleMod/Items/Armor/ExampleCostume_Arms");
                AddEquipTexture(new Items.Armor.BlockyLegs(), null, EquipType.Legs, "BlockyLeg", "ExampleMod/Items/Armor/ExampleCostume_Legs");

                // Change the vanilla dungeon track
                // Main.music[MusicID.Dungeon] = GetMusic("Sounds/Music/DriveMusic");

                // Register a new music box
                AddMusicBox(GetSoundSlot(SoundType.Music, "Sounds/Music/DriveMusic"), ItemType("ExampleMusicBox"), TileType("ExampleMusicBox"));

                // Change the vanilla loom texture
                Main.instance.LoadTiles(TileID.Loom);                             // First load the tile texture
                Main.tileTexture[TileID.Loom] = GetTexture("Tiles/AnimatedLoom"); // Now we change it

                //What if....Replace a vanilla item texture and equip texture.
                //Main.itemTexture[ItemID.CopperHelmet] = GetTexture("Resprite/CopperHelmet_Item");
                //Item copperHelmet = new Item();
                //copperHelmet.SetDefaults(ItemID.CopperHelmet);
                //Main.armorHeadLoaded[copperHelmet.headSlot] = true;
                //Main.armorHeadTexture[copperHelmet.headSlot] = GetTexture("Resprite/CopperHelmet_Head");

                // Create new skies and screen filters
                Filters.Scene["ExampleMod:PuritySpirit"]       = new Filter(new PuritySpiritScreenShaderData("FilterMiniTower").UseColor(0.4f, 0.9f, 0.4f).UseOpacity(0.7f), EffectPriority.VeryHigh);
                SkyManager.Instance["ExampleMod:PuritySpirit"] = new PuritySpiritSky();
                Filters.Scene["ExampleMod:MonolithVoid"]       = new Filter(new ScreenShaderData("FilterMoonLord"), EffectPriority.Medium);
                SkyManager.Instance["ExampleMod:MonolithVoid"] = new VoidSky();
                // exampleFont = GetFont("Fonts/ExampleFont");
                GameShaders.Armor.BindShader(ItemType <Items.ExampleDye>(), new ArmorShaderData(new Ref <Effect>(GetEffect("Effects/ExampleEffect")), "ExampleDyePass"));
                GameShaders.Misc["ExampleMod:DeathAnimation"] = new MiscShaderData(new Ref <Effect>(GetEffect("Effects/ExampleEffectDeath")), "DeathAnimation").UseImage("Images/Misc/Perlin");

                // Custom UI
                exampleUI = new ExampleUI();
                exampleUI.Activate();
                exampleUserInterface = new UserInterface();
                exampleUserInterface.SetState(exampleUI);

                // UserInterface can only show 1 UIState at a time. If you want different "pages" for a UI, switch between UIStates on the same UserInterface instance.
                // We want both the Coin counter and the Example Person UI to be independent and coexist simultaneously, so we have them each in their own UserInterface.
                examplePersonUserInterface = new UserInterface();
                // We will call .SetState later in ExamplePerson.OnChatButtonClicked
            }

            // Register custom mod translations, lives left is for Spirit of Purity
            ModTranslation text = CreateTranslation("LivesLeft");

            text.SetDefault("{0} has {1} lives left!");
            AddTranslation(text);
            text = CreateTranslation("LifeLeft");
            text.SetDefault("{0} has 1 life left!");
            AddTranslation(text);
            text = CreateTranslation("NPCTalk");
            text.SetDefault("<{0}> {1}");
            AddTranslation(text);

            // Volcano warning is for the random volcano tremor
            text = CreateTranslation("VolcanoWarning");
            text.SetDefault("Did you hear something....A Volcano! Find Cover!");
            AddTranslation(text);
        }
 public override void Load()
 {
     for (int k = 1; k <= 4; k++)
     {
         AddBossHeadTexture(captiveElementHead + k);
         AddBossHeadTexture(captiveElement2Head + k);
     }
     RandomBuffHotKey = RegisterHotKey("Random Buff", "P");
     FaceCustomCurrencyID = CustomCurrencyManager.RegisterCurrency(new ExampleCustomCurrency(ItemType<Items.Face>(), 999L));
     if (!Main.dedServ)
     {
         AddEquipTexture(null, EquipType.Legs, "ExampleRobe_Legs", "ExampleMod/Items/Armor/ExampleRobe_Legs");
         //Main.music[MusicID.Dungeon].ModMusic = GetSound("Sounds/Music/ExampleMusic").CreateInstance();
         AddMusicBox(GetSoundSlot(SoundType.Music, "Sounds/Music/DriveMusic"), ItemType("ExampleMusicBox"), TileType("ExampleMusicBox"));
         Main.instance.LoadTiles(TileID.Loom);
         Main.tileTexture[TileID.Loom] = GetTexture("Tiles/AnimatedLoom");
         // What if....Replace a vanilla item texture and equip texture.
         //Main.itemTexture[ItemID.CopperHelmet] = GetTexture("Resprite/CopperHelmet_Item");
         //Item copperHelmet = new Item();
         //copperHelmet.SetDefaults(ItemID.CopperHelmet);
         //Main.armorHeadLoaded[copperHelmet.headSlot] = true;
         //Main.armorHeadTexture[copperHelmet.headSlot] = GetTexture("Resprite/CopperHelmet_Head");
         Filters.Scene["ExampleMod:PuritySpirit"] = new Filter(new PuritySpiritScreenShaderData("FilterMiniTower").UseColor(0.4f, 0.9f, 0.4f).UseOpacity(0.7f), EffectPriority.VeryHigh);
         SkyManager.Instance["ExampleMod:PuritySpirit"] = new PuritySpiritSky();
         Filters.Scene["ExampleMod:MonolithVoid"] = new Filter(new ScreenShaderData("FilterMoonLord"), EffectPriority.Medium);
         SkyManager.Instance["ExampleMod:MonolithVoid"] = new VoidSky();
         exampleFont = GetFont("Fonts/ExampleFont");
         exampleUI = new ExampleUI();
         exampleUI.Activate();
         exampleUserInterface = new UserInterface();
         exampleUserInterface.SetState(exampleUI);
     }
 }