// needs color and radius private void addToGrid(string id, string relationship_name, string partner_name) { GameObject o = Instantiate(cellPrefab.gameObject, container.transform); UIGridCell newCell = o.GetComponent <UIGridCell>(); float relationship_time_percentage = 1f; float relationship_time = DataBridge.instance.time_by_relationship(id); float allTime = DataBridge.instance.all_time(); relationship_time_percentage = relationship_time / allTime; newCell.id = id; newCell.relationship_name = relationship_name; newCell.partner_name = partner_name; newCell.relationship_time_percentage = relationship_time_percentage; newCell.UpdateCell(); cells.Add(newCell); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); /* * Load content for the "game" state */ //Load the background UIBox background = new UIBox(GameBoard.game, 0, 0, this.gameWidth, this.gameHeight); background.thisSprite = Content.Load <Texture2D>(@"Images/background"); background.layer = 100; background.visible = true; background.mouseEvents = false; //Create a new UIGrid this.UIGrid = new UIGrid(Grid.mainGrid); //Pass that grid to the UnitManager object UnitManager.Manager.UIGrid = this.UIGrid; //Load grid textures UIGridCell.Load(Content); //Load health bar textures UIHealthBar.Load(Content); //Load moves left textures UIMovesLeft.Load(Content); //Load the active unit UI textures UIStatBackground.Load(Content); UITextBox.Load(Content); UISkillButton.Load(Content); UIDefaultActionButton.Load(Content); //Load UIUnit textures for (int p = 0; p < playList.Count; p++) { for (int i = 0; i < playList[p].Units.Count; i++) { playList[p].Units[i].sprite.Load(Content); } } //rock.sprite.Load(Content); /* * Load content for the "teamSelect" state */ /* * Load content for the "startMenu" state */ //Load the background UIBox startMenuBackground = new UIBox(GameBoard.startMenu, 0, 0, this.windowWidth, this.windowHeight); startMenuBackground.thisSprite = Content.Load <Texture2D>(@"Images/TitleScreen/titleScreenBackground"); startMenuBackground.layer = 100; startMenuBackground.visible = true; startMenuBackground.mouseEvents = false; startMenuBackground.viewMove = false; //Load the start button UIStartButton startButton = new UIStartButton(GameBoard.startMenu, (this.windowWidth - 672) / 2, (this.windowHeight - 217) / 2, 672, 217); UIStartButton.Load(Content); startButton.layer = 99; startButton.visible = true; startButton.viewMove = false; /* * Load content for the 'endMenu' state */ UIBox endMenuBackground = new UIBox(GameBoard.endMenu, 0, 0, this.windowWidth, this.windowHeight); endMenuBackground.thisSprite = Content.Load <Texture2D>(@"Images/EndScreen/endScreenBackground"); endMenuBackground.layer = 100; endMenuBackground.visible = true; endMenuBackground.mouseEvents = false; endMenuBackground.viewMove = false; //Load the exit button UIExitButton exitButton = new UIExitButton(GameBoard.endMenu, (this.windowWidth - 672) / 2, ((this.windowHeight - 217) / 2) + 150, 672, 217); UIExitButton.Load(Content); exitButton.layer = 99; exitButton.visible = true; exitButton.viewMove = false; //Load other content here //Load fonts GameBoard.font = Content.Load <SpriteFont>("Fonts/dosis"); }