protected void Application_Startup(object sender, StartupEventArgs e) { // Set crash logs output to Logs - any unhandled exceptions will be saved to a text file locally. // Release only, because we want to see Exceptions in IDE during development. #if RELEASE Application.Current.DispatcherUnhandledException += OnUnhandledException; #endif // Set default culture for all threads for this application (affects date and string formats, e.g. periods instead of commas) CultureInfo.CurrentCulture = CultureInfo.InvariantCulture; CultureInfo.DefaultThreadCurrentCulture = CultureInfo.InvariantCulture; CultureInfo.DefaultThreadCurrentUICulture = CultureInfo.InvariantCulture; // Load JSONs. GameAssetsHelper.Load(); var gameWindow = new GameWindow(); Current.MainWindow = gameWindow; gameWindow.Show(); UserDataHelper.Load(); (GameAssets.Pages["MainMenu"] as MainMenuPage).UpdateCreateHeroButton(); (GameAssets.Pages["MainMenu"] as MainMenuPage).UpdateSelectOrDeleteHeroButtons(); // Save current time as the application's start time (for achievement tracking). User.SessionStartDate = DateTime.Now; GeneralToolTipHelper.SetGlobalToolTipDelay(); }
protected void Application_Startup(object sender, StartupEventArgs e) { // Set default culture for all threads for this application (affects date and string formats, e.g. periods instead of commas) CultureInfo.CurrentCulture = CultureInfo.InvariantCulture; CultureInfo.DefaultThreadCurrentCulture = CultureInfo.InvariantCulture; CultureInfo.DefaultThreadCurrentUICulture = CultureInfo.InvariantCulture; FilePathHelper.CalculateGameAssetsFilePaths(); /* Content seeding - use with caution! * GameAssetsHelper.SeedContent<Artifact>(FilePathHelper.ArtifactsFilePath); * GameAssetsHelper.SeedContent<Artifact>(FilePathHelper.BlessingsFilePath); * GameAssetsHelper.SeedContent<Artifact>(FilePathHelper.BossesFilePath); * GameAssetsHelper.SeedContent<Artifact>(FilePathHelper.DungeonsFilePath); * GameAssetsHelper.SeedContent<Artifact>(FilePathHelper.DungeonGroupsFilePath); * GameAssetsHelper.SeedContent<Artifact>(FilePathHelper.MonstersFilePath); * GameAssetsHelper.SeedContent<Artifact>(FilePathHelper.RegionsFilePath); * GameAssetsHelper.SeedContent<Artifact>(FilePathHelper.QuestsFilePath); * GameAssetsHelper.SeedContent<Artifact>(FilePathHelper.RecipesFilePath); * GameAssetsHelper.SeedContent<Artifact>(FilePathHelper.PriestOfferFilePath); * GameAssetsHelper.SeedContent<Artifact>(FilePathHelper.ShopOfferFilePath); */ GameAssetsHelper.LoadAllContent(); }
private void MainWindow_OnClosing(object sender, CancelEventArgs e) { SaveObjectChanges(); GameAssetsHelper.SaveAllContent(); ValidationHelper.ValidateData(); }