public void LoadContent() { string exePath = System.Reflection.Assembly.GetExecutingAssembly().Location; FileInfo exeInfo = new FileInfo(exePath); ContentFenja.Initialize(exeInfo.LastWriteTime); #if DEBUG string contentPath = Path.Combine(new DirectoryInfo(Environment.CurrentDirectory).Parent.Parent.Parent.FullName, "Content"); #else string contentPath = Path.Combine(Environment.CurrentDirectory, @"Content"); #endif #if DEBUG string[] files = null; #else string filesFile; var assembly = Assembly.GetExecutingAssembly(); var resourceName = "LD48.Content.ContentListGenerated_do-not-edit.txt"; using (Stream stream = assembly.GetManifestResourceStream(resourceName)) using (StreamReader reader = new StreamReader(stream)) { filesFile = reader.ReadToEnd(); } string[] files = filesFile.Split(new string[] { "\r\n" }, StringSplitOptions.RemoveEmptyEntries); #endif Textures.LoadContent(gDevice, content, contentPath); Fonts.LoadContent(content); Sounds.LoadContent(content, contentPath, files); Music.LoadContent(content); DepthManager.Initialize(typeof(Depth)); Paths.Initialize(contentPath); }
public static bool replayRun; // if set to true once, it stays that way until game is restartet (prevents save file from being overridden) public static void Initialize(Int2 _res, GraphicsDevice graphicsDevice) { gDevice = graphicsDevice; res = _res; resV = _res.ToVector2(); res2 = resV / 2f; System.Threading.Thread.CurrentThread.CurrentCulture = System.Globalization.CultureInfo.GetCultureInfo("en-us"); L.Initialize(); DepthManager.Initialize(typeof(Depth), typeof(DepthScreen)); graphicsRand = new Random(); }