Esempio n. 1
0
        Unit LoadSavedUnit(AODGameLibrary2.SavedUnit su, int group, bool player, Vector3 position)
        {
            Unit u;

            if (player)
            {
                u = Unit.Create(gameWorld, su.UnitType, group, position, true, false);
            }
            else
            {
                u = Unit.Create(gameWorld, su.UnitType, group, position, false, true);
            }
            gameWorld.units.Add(u);
            gameWorld.variables.LastCreatedUnit = u;
            u.weapons.Clear();
            u.skills.Clear();
            u.missiles.Clear();
            foreach (AODGameLibrary2.SavedInf s in su.Weapons)
            {
                Weapon w = new Weapon(gameWorld, gameWorld.game.Content.Load <WeaponType>(s.AssetName), u);
                w.AmmoNum = s.AmmoNum;
                u.weapons.Add(w);
            }
            foreach (AODGameLibrary2.SavedInf s in su.Missiles)
            {
                MissileWeapon w = new MissileWeapon(gameWorld, gameWorld.game.Content.Load <MissileWeaponType>(s.AssetName));
                w.Num = (int)s.AmmoNum;
                u.missiles.Add(w);
            }
            foreach (AODGameLibrary2.SavedInf s in su.Spells)
            {
                u.AddSkill(s.AssetName);
            }
            return(u);
        }
Esempio n. 2
0
 public GameScene(Game game)
     : base(game)
 {
     // TODO: Construct any child components here
     blank        = Game.Content.Load <Texture2D>(@"blank");
     pauseTexture = Game.Content.Load <Texture2D>(@"Textures\PauseMenu");
     hyr          = Game.Content.Load <Texture2D>(@"Textures\hyr");
     Reset();
     ExitToMainMenu += new EventHandler(GameScene_ExitToMainMenu);
     try
     {
         PlayerSaver = AODSaver.LoadData <AODGameLibrary2.SavedUnit>(GameConsts.GameSaveDirectory + @"\" + "Player.aod");
         ((Game1)Game).textManager.AddText(new AODGameLibrary.Texts.AODText(Game, "战机信息已读取", 5f, Color.Gold, new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2), AODGameLibrary.Texts.FadeOutState.Normal, AODGameLibrary.Helpers.RandomHelper.RandomDirection2() * 20, true));
     }
     catch
     {
     }
 }