private void CreateBlockTab() { int tabIndex = 0; Texture2D texture; Texture2D texture2; Texture2D texture3; texture = mContentManager.Load<Texture2D>("textures\\UI\\box4_switched_on"); texture2 = mContentManager.Load<Texture2D>("textures\\UI\\box4_switched_off"); texture3 = mContentManager.Load<Texture2D>("textures\\UI\\box4_active"); Switcher block = new Switcher(mSpriteBatch, texture, texture2, texture3); block.Position = new Vector2(10, 390); block.Click += BoxButton_Click; block.IsSwitchedOn = true; mControls.Add(block); mButtonsPerTab[tabIndex].Add(block); texture = mContentManager.Load<Texture2D>("textures\\UI\\box3_switched_on"); texture2 = mContentManager.Load<Texture2D>("textures\\UI\\box3_switched_off"); texture3 = mContentManager.Load<Texture2D>("textures\\UI\\box3_active"); block = new Switcher(mSpriteBatch, texture, texture2, texture3); block.Position = new Vector2(95, 390); block.Click += BoxButton_Click; mControls.Add(block); mButtonsPerTab[tabIndex].Add(block); texture = mContentManager.Load<Texture2D>("textures\\UI\\box2_switched_on"); texture2 = mContentManager.Load<Texture2D>("textures\\UI\\box2_switched_off"); texture3 = mContentManager.Load<Texture2D>("textures\\UI\\box2_active"); block = new Switcher(mSpriteBatch, texture, texture2, texture3); block.Position = new Vector2(180, 390); block.Click += BoxButton_Click; mControls.Add(block); mButtonsPerTab[tabIndex].Add(block); }
private void CreateTabs() { Texture2D texture; Texture2D texture2, texture3; texture = mContentManager.Load<Texture2D>("textures\\UI\\building_switched_on"); texture2 = mContentManager.Load<Texture2D>("textures\\UI\\building_switched_off"); texture3 = mContentManager.Load<Texture2D>("textures\\UI\\building_active"); Switcher tab = new Switcher(mSpriteBatch, texture, texture2, texture3); tab.Position = new Vector2(5, 365); tab.Click += tab_Click; tab.IsSwitchedOn = true; mControls.Add(tab); mTabs.Add(tab); texture = mContentManager.Load<Texture2D>("textures\\UI\\weapon_switched_on"); texture2 = mContentManager.Load<Texture2D>("textures\\UI\\weapon_switched_off"); texture3 = mContentManager.Load<Texture2D>("textures\\UI\\weapon_active"); tab = new Switcher(mSpriteBatch, texture, texture2, texture3); tab.Position = new Vector2(66, 364); tab.Click += tab_Click; mControls.Add(tab); mTabs.Add(tab); texture = mContentManager.Load<Texture2D>("textures\\UI\\extra_switched_on"); texture2 = mContentManager.Load<Texture2D>("textures\\UI\\extra_switched_off"); texture3 = mContentManager.Load<Texture2D>("textures\\UI\\extra_active"); tab = new Switcher(mSpriteBatch, texture, texture2, texture3); tab.Position = new Vector2(132, 364); tab.Click += tab_Click; mControls.Add(tab); mTabs.Add(tab); texture = mContentManager.Load<Texture2D>("textures\\UI\\bullets_Tab"); texture2 = mContentManager.Load<Texture2D>("textures\\UI\\bullets_Tab"); texture3 = mContentManager.Load<Texture2D>("textures\\UI\\bullets_Tab"); tab = new Switcher(mSpriteBatch, texture, texture2, texture3); tab.Position = new Vector2(300, 364); tab.Click += tab_Click; mControls.Add(tab); mTabs.Add(tab); texture = mContentManager.Load<Texture2D>("textures\\UI\\Upgrades_tab"); texture2 = mContentManager.Load<Texture2D>("textures\\UI\\Upgrades_tab"); texture3 = mContentManager.Load<Texture2D>("textures\\UI\\Upgrades_tab"); tab = new Switcher(mSpriteBatch, texture, texture2, texture3); tab.Position = new Vector2(500, 364); tab.Click += tab_Click; mControls.Add(tab); mTabs.Add(tab); }
private void CreateGunTab() { Texture2D texture; Texture2D texture2; Texture2D texture3; texture = mContentManager.Load<Texture2D>("textures\\UI\\box4_switched_on"); texture2 = mContentManager.Load<Texture2D>("textures\\UI\\box4_switched_off"); texture3 = mContentManager.Load<Texture2D>("textures\\UI\\box4_active"); Switcher gunSwitch = new Switcher(mSpriteBatch, texture, texture2, texture3); gunSwitch.Position = new Vector2(10, 390); gunSwitch.Click += gunSwitch_Click; gunSwitch.IsSwitchedOn = true; mControls.Add(gunSwitch); mButtonsPerTab[1].Add(gunSwitch); }