void Start() { WallDown = GameObject.FindWithTag("HiddenRoom").GetComponent <WallDown>(); }
protected override void LoadAssets() { base.LoadAssets(); content = new ContentLoader(Content.ServiceProvider, "Content1", "Data/_MAIN/Content"); ContentLoader content2 = new ContentLoader(Content.ServiceProvider, "Content2", "Data/_MAIN/Content"); if (!Screen.IsFullHeadless) { AssetManager.Add(new AssetBuilder <Texture2D>() .ID("tileset2") .Create(new GeneralContentProcessor <Texture2D>("Content1", "Images/tileset2")) .FromContent(content2) ); AssetManager.Add(new AssetBuilder <Texture2D>() .ID("Smoke") .Create(new GeneralContentProcessor <Texture2D>("Content1", "Images/Smoke")) .FromContent(content) ); } AssetManager.Add(new AssetBuilder <SpriteTexture>() .ID("unload_test") .Create(new SpriteTextureProcessor("tileset2", new Rectangle(0, 0, 64, 64))) .FromContent(content2) ); AssetManager.Add(new AssetBuilder <SpriteTexture>() .ID("floor") .Create(new SpriteTextureProcessor("tileset", new Rectangle(0, 0, 64, 64))) .FromContent(content) ); AssetManager.Add(new AssetBuilder <SpriteTexture>() .ID("wall_down") .Create(new SpriteTextureProcessor("tileset", new Rectangle(64, 48, 64, 16))) .FromContent(content) ); AssetManager.Add(new AssetBuilder <SpriteTexture>() .ID("wall_left") .Create(new SpriteTextureProcessor("tileset", new Rectangle(128, 0, 16, 64))) .FromContent(content) ); AssetManager.Add(new AssetBuilder <SpriteTexture>() .ID("wall_right") .Create(new SpriteTextureProcessor("tileset", new Rectangle(240, 0, 16, 64))) .FromContent(content) ); AssetManager.Add(new AssetBuilder <SpriteTexture>() .ID("wall_up") .Create(new SpriteTextureProcessor("tileset", new Rectangle(256, 0, 64, 16))) .FromContent(content) ); AssetManager.Add(new AssetBuilder <SpriteTexture>() .ID("player") .Create(new SpriteTextureProcessor("tileset", new Rectangle(0, 0, 52, 52))) .FromContent(content) ); AssetManager.Add(new AssetBuilder <SpriteTexture>() .ID("circle") .Create(new SpriteTextureProcessor("tileset", new Rectangle(0, 128, 32, 32))) .FromContent(content) ); if (!Screen.IsFullHeadless) { AssetManager.Add(new AssetBuilder <SoundEffect>() .ID("assaultrifle") .Create(new GeneralContentProcessor <SoundEffect>("Content1", "assaultrifle")) .FromContent(content) ); } AssetManager.Add(new AssetBuilder <Func <Vector2, GameObject> >() .ID("0") .Create(new TileProcessor(pos => { Floor obj = new Floor(pos, 0f, Vector2.One); obj.GetComponent <Sprite>().Color = Color.White; return(obj); })) .FromContent(content) ); AssetManager.Add(new AssetBuilder <Func <Vector2, GameObject> >() .ID("1") .Create(new TileProcessor(pos => { WallUp obj = new WallUp(pos, 0f, Vector2.One); obj.GetComponent <Sprite>().Color = Color.Red; return(obj); })) .FromContent(content) ); AssetManager.Add(new AssetBuilder <Func <Vector2, GameObject> >() .ID("2") .Create(new TileProcessor(pos => { WallRight obj = new WallRight(pos, 0f, Vector2.One); obj.GetComponent <Sprite>().Color = Color.Blue; return(obj); })) .FromContent(content) ); AssetManager.Add(new AssetBuilder <Func <Vector2, GameObject> >() .ID("3") .Create(new TileProcessor(pos => { WallDown obj = new WallDown(pos, 0f, Vector2.One); obj.GetComponent <Sprite>().Color = Color.Orange; return(obj); })) .FromContent(content) ); AssetManager.Add(new AssetBuilder <Func <Vector2, GameObject> >() .ID("4") .Create(new TileProcessor(pos => { WallLeft obj = new WallLeft(pos, 0f, Vector2.One); obj.GetComponent <Sprite>().Color = Color.Purple; return(obj); })) .FromContent(content) ); AssetManager.Add(new AssetBuilder <Func <Vector2, GameObject> >() .ID("5") .Create(new TileProcessor(pos => { AnimatedFloor obj = new AnimatedFloor(pos, 0f, Vector2.One); obj.GetComponent <Sprite>().Color = Color.White; return(obj); })) .FromContent(content) ); //for (int i = 0; i < 50; i++) { // Database.Add<int, Func<Vector2, GameObject>>(6+i, pos => { // AnimatedFloor obj = new AnimatedFloor(pos, 0f, Vector2.One); // //obj.GetComponent<Sprite>().Color = Color.White; // return obj; // }); //} }