protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); Art.LoadContent(Content); Map.Initialize(); Map.LoadMap("ISLAND"); Food.Initialize(); Recipe.Initialize(); Gather.Initialize(); UnitBase.Initialize(); BuildingBase.Initialize(); ResourceNodeBase.Initialize(); EntityManager.ToAdd.Add(new Building(BuildingBase.Bases["Stockpile"], new Vector2(400, 200))); EntityManager.ToAdd.Add(new Building(BuildingBase.Bases["Stockpile"], new Vector2(700, 300))); EntityManager.ToAdd.Add(new Building(BuildingBase.Bases["Forge"], new Vector2(200, 400))); EntityManager.ToAdd.Add(new Building(BuildingBase.Bases["Smelter"], new Vector2(400, 400))); EntityManager.ToAdd.Add(new Building(BuildingBase.Bases["Windmill"], new Vector2(600, 400))); EntityManager.ToAdd.Add(new Building(BuildingBase.Bases["Bakery"], new Vector2(800, 200))); EntityManager.ToAdd.Add(new ResourceNode(ResourceNodeBase.Bases["Tree"], new Vector2(300))); EntityManager.ToAdd.Add(new ResourceNode(ResourceNodeBase.Bases["Tree"], new Vector2(350))); EntityManager.ToAdd.Add(new ResourceNode(ResourceNodeBase.Bases["Sticks"], new Vector2(300, 200))); EntityManager.ToAdd.Add(new ResourceNode(ResourceNodeBase.Bases["Sticks"], new Vector2(200, 300))); EntityManager.ToAdd.Add(new ResourceNode(ResourceNodeBase.Bases["Sticks"], new Vector2(100, 500))); EntityManager.ToAdd.Add(new ResourceNode(ResourceNodeBase.Bases["Iron Rock"], new Vector2(200, 100))); EntityManager.ToAdd.Add(new ResourceNode(ResourceNodeBase.Bases["Coal Rock"], new Vector2(100, 200))); EntityManager.ToAdd.Add(new ResourceNode(ResourceNodeBase.Bases["Farm"], new Vector2(600, 200))); EntityManager.ToAdd.Add(new Miner(new Vector2(100))); EntityManager.ToAdd.Add(new Woodcutter(new Vector2(100, 200))); EntityManager.ToAdd.Add(new Blacksmith(new Vector2(100, 300))); EntityManager.ToAdd.Add(new Farmer(new Vector2(500, 250))); EntityManager.ToAdd.Add(new Miller(new Vector2(500, 400))); EntityManager.ToAdd.Add(new Baker(new Vector2(700, 400))); EntityManager.ToAdd.Add(new Fighter(new Vector2(600, 300))); }
public Building(BuildingBase buildingBase, Vector2 position) : base(position, buildingBase.Name, buildingBase.Size, buildingBase.Texture) { Inventory = buildingBase.InventoryCapacity == 0 ? null : new Inventory(buildingBase.InventoryCapacity); BuildingType = buildingBase.BuildingType; }