Temporary game hud screen By: NeilDG
Inheritance: MonoBehaviour
Esempio n. 1
0
        public void ExitGame(MenuElement element)
        {
            //TEMP:Clear the chunk manager - will need to save on exit
            ChunkManager.Dispose();
            GameHUDScreen.Dispose();


            ScreenManager.GetInstance().Screens.Clear();

            //NOTE: This is temporary, will need to wire the exit event to the GameManager to properly handle exiting
            DebugScreen.GetInstance().RemoveDebugListing("Graph Size: ");

            ScreenManager.GetInstance().addScreen(new BackgroundScreen());
            ScreenManager.GetInstance().addScreen(new MainMenuScreen());
        }
        public InventoryItemView(InventoryItem item, Vector2 positionRelative, Vector2 parentPosition, InventorySlot owner)
        {
            RequestAddTooltipEvent    += GameHUDScreen.GetInstance().AddTooltip;
            RequestRemoveTooltipEvent += GameHUDScreen.GetInstance().RemoveTooltip;

            _owner            = owner;
            _positionRelative = positionRelative;
            _positionAbsolute = positionRelative + parentPosition;
            _releasedPosition = new Vector2(_positionAbsolute.X, _positionAbsolute.Y);
            _inventoryItem    = item;

            _icon = ScreenManager.GetInstance().ContentManager.Load <Texture2D>(_inventoryItem.IconLocation);
            // _icon = ScreenManager.GetInstance().ContentManager.Load<Texture2D>("Textures\\UI\\TestIcon");

            _boundingBox = new Rectangle((int)_positionAbsolute.X, (int)_positionAbsolute.Y, 40, 40);
        }