public Option(TextureManager texturemanager, SoundManagerEx soundmanager, BackGround _b, int renderlevel = 10) { _texturemanager = texturemanager; _soundmanager = soundmanager; _render_level = renderlevel; _backgroundImage = _b; Command = Menu_Command.None; //储存禁用的名单(暂留) itemsUsed = new List <itemUsed>(); for (int i = 0; i < 10; i++) { itemsUsed.Add(new itemUsed(i, true)); } //当前的功能选择项 selected = 0; renderer = new Renderer(); initiazeSprits(); //option模块 optionmodel = new ChangeOption(texturemanager, soundmanager); //start模块 startmodel = new OStart(texturemanager, soundmanager); }
TextureManager _textureManager; // 纹理控制器 #endregion Fields #region Constructors public GameMenuState(StateSystem sys, TextureManager _t, SoundManagerEx _s , Form1 form = null) { _system = sys; _textureManager = _t; soundmanager = _s; backgroundImage = new BackGround(_t, 0); //背景更改为0级(最底层) option = new Option(_t, _s , backgroundImage , 10); //10级,最顶层 if(form !=null) this.form = form; }
public Option(TextureManager texturemanager , SoundManagerEx soundmanager ,BackGround _b, int renderlevel =10) { _texturemanager = texturemanager; _soundmanager = soundmanager; _render_level = renderlevel; _backgroundImage = _b; Command = Menu_Command.None; //储存禁用的名单(暂留) itemsUsed = new List<itemUsed>(); for (int i = 0; i < 10; i++) { itemsUsed.Add(new itemUsed(i,true)); } //当前的功能选择项 selected = 0; renderer = new Renderer(); initiazeSprits(); //option模块 optionmodel = new ChangeOption(texturemanager, soundmanager); //start模块 startmodel = new OStart(texturemanager, soundmanager); }