public override string Initialize()
        {
            base.Initialize();

            // Animations
            _Animations = new AnimationSet();
            _Animations.AddAnimation(new Animation("Textures/GUI/TextureListBox01_1x1", "Normal", 1, 1, 1.0f));

            // Settings
            _Depth           = 0.2f;
            _DynamicLighting = false;

            return("TextureBox_GUI");
        }
Exemple #2
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        public override string Initialize()
        {
            base.Initialize();

            // Animations
            _Animations = new AnimationSet();
            _Animations.AddAnimation(new Animation("Textures/GUI/Radar01_1x1", "Normal", 1, 1, 1.0f));

            // Settings
            _Depth   = 0.19f;
            _BlipTex = Application.AppReference.Content.Load <Texture2D>("Textures/GUI/Blip01_1x1");

            // Return the name for this class
            return("Radar_GUI");
        }
Exemple #3
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        public override string Initialize()
        {
            base.Initialize();

            // Animstions
            _Animations = new AnimationSet();
            _Animations.AddAnimation(new Animation("Textures/Misc/Crosshair01_1x1", "Normal", 1, 1, 8.0f));

            // Settings
            _Depth         = 0.1f;
            _CollisionType = CollisionType.None;

            // Return the name for this class
            return("Crosshair");
        }
Exemple #4
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        public override string Initialize()
        {
            base.Initialize();

            // Animations
            _Animations = new AnimationSet();
            _Animations.AddAnimation(new Animation("Textures/GUI/Health03_1x1", "Normal", 1, 1, 1.0f));

            // Settings
            _Depth           = 0.19f;
            _DynamicLighting = false;
            _Font            = Application.AppReference.Content.Load <SpriteFont>(FontName);
            _HPText          = "Loading..";

            return("Health_GUI");
        }
Exemple #5
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        public override string Initialize()
        {
            base.Initialize();

            // Animations
            _Animations = new AnimationSet();
            //_Animations.AddAnimation(new Animation("Textures/GUI/AmmoBox01_1x1", "Normal", 1, 1, 1.0f));
            _DullTexture = Application.AppReference.Content.Load <Texture2D>(DullTexture);
            _BarTexture  = Application.AppReference.Content.Load <Texture2D>(BarTexture);

            // Settings
            _Depth           = 0.19f;
            _DynamicLighting = false;
            _TextFont        = Application.AppReference.Content.Load <SpriteFont>(TextFont);

            return("Ammo_GUI");
        }
Exemple #6
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        /// <summary>
        /// Initializes the entity with the correct settings.
        /// </summary>
        /// <returns>The string name of the entity.</returns>
        public override string Initialize()
        {
            base.Initialize();

            // Animations
            _Animations = new AnimationSet();
            _Animations.AddAnimation(new Animation("Textures/GUI/Health01_1x1", "Normal", 1, 1, 1f));

            // Settings
            _DynamicLighting = false;
            _Depth           = 0.5f;
            _Temporary       = false;
            _Spin            = new Vector3(0f, 0f, 0.1f);
            _CollisionType   = CollisionType.Passive;
            new LightSource(_Parent, this, _Position, new Color(0.15f, 0f, 0f, 1f), 150f, 6.28f, Vector3.Zero);

            return("HealthPack");
        }
Exemple #7
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        public override string Initialize()
        {
            base.Initialize();

            // Animations
            _Animations = new AnimationSet();
            _Animations.AddAnimation(new Animation("Textures/Misc/Bullet01_1x1", "Normal", 1, 1, 8.0f));

            // Settings
            _Depth           = 0.82f;
            _CollisionRadius = 3f;
            _CollisionType   = CollisionType.Active;
            _DynamicLighting = false;
            _LifeTime        = BulletLifeTime;
            _Temporary       = true;
            _Speed           = BulletSpeed;
            _Damage          = DamageBase + Application.AppReference.Random.Next(DamageVar);
            _CollisionPeriod = DefaultCollisionPeriod[Application.AppReference.GfxLevel];

            return("Bullet");
        }
Exemple #8
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        public override string Initialize()
        {
            base.Initialize();

            // Animations
            _Animations = new AnimationSet();
            Animation normal = new Animation("Textures/Effects/MuzzleFlash01_1x3", "Normal", 1, 3, 20.0f);

            normal.Loop = 1;
            _Animations.AddAnimation(normal);
            _Animations.PlayAnimation("Normal");

            // Settings
            _Depth           = 0.18f;
            _ColourOverlay   = MuzzleColour;
            _LifeTime        = DefaultLifeTime;
            _DynamicLighting = false;
            _Temporary       = true;

            return("MuzzleFlash");
        }