public AssetsFile CreateAssetsFile(IAssetCollection collection) { AssetsFile assetsFile = new AssetsFile(collection, Name); m_stream.Position = m_offset; assetsFile.Parse(m_stream); long read = m_stream.Position - m_offset; if (read != m_length) { //throw new Exception($"Read {read} but expected {m_length}"); } return(assetsFile); }
public SerializedFile ReadSerializedFile(IAssetCollection collection, string filePath) { SerializedFile file = new SerializedFile(collection, filePath, Name); m_stream.Position = m_offset; file.Read(m_stream); long read = m_stream.Position - m_offset; if (read != m_size) { //throw new System.Exception($"Read {read} but expected {m_length}"); } return(file); }
public AssetsFile(IAssetCollection collection, string filePath, string fileName) { if (collection == null) { throw new ArgumentNullException(nameof(collection)); } if (string.IsNullOrEmpty(fileName)) { throw new ArgumentNullException(nameof(fileName)); } m_collection = collection; FilePath = filePath; Name = fileName.ToLower(); }
public SerializedFile(IAssetCollection collection, string filePath, string fileName) { if (collection == null) { throw new ArgumentNullException(nameof(collection)); } if (string.IsNullOrEmpty(fileName)) { throw new ArgumentNullException(nameof(fileName)); } Collection = collection; FilePath = filePath; Name = fileName.ToLower(); Header = new SerializedFileHeader(Name); Metadata = new SerializedFileMetadata(Name); }
public AssetsFile(IAssetCollection collection, string filepath) { if (collection == null) { throw new ArgumentNullException(nameof(collection)); } if (string.IsNullOrEmpty(filepath)) { throw new ArgumentException("filepath"); } m_collection = collection; FilePath = filepath; Name = Path.GetFileNameWithoutExtension(FilePath); if (Name == string.Empty) { throw new ArgumentException($"Can't obtain name from fullname {filepath}", "fullname"); } }
private void OnTextureAssetsAdded(IAssetCollection collection, Asset asset) { }
/// <summary> /// Sets up class variables from the main Game1 class which will be useful for our game. /// Loads options from XML. /// MUST be called before LoadContent and Initialise. /// </summary> /// <param name="spriteBatch">The SpriteBatch from our Game1 class</param> /// <param name="viewport">The Viewport corresponding to the window</param> public void Setup(Game game, SpriteBatch spriteBatch, GraphicsDeviceManager graphics, InputManager inputManager, IAssetCollection assetCollectionTechnique = null) { // Check that we have called this before loading and initialising CheckShouldLoad(); CheckShouldInitialise(); Game = game; SpriteBatch = spriteBatch; Content = game.Content; Viewport = game.GraphicsDevice.Viewport; GraphicsDeviceManager = graphics; ScreenDimensions = new Vector2(Viewport.Width, Viewport.Height); ScreenCentre = ScreenDimensions * 0.5f; // Set our game to update on a fixed time step Game.IsFixedTimeStep = true; // Set our asset manager impl for cross platform asset loading AssetCollectionManager.AssetCollectionTechnique = assetCollectionTechnique; InputManager.Instance = inputManager; LoadContent(); Initialise(); }