/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { GlobalState.CURRENT_MAP_NAME = "STREET"; ResourceManager.LoadResources(Content); CardDataManager.ReadCardData(); if (File.Exists("InputConfig.dat")) { using (InputConfigLoader inputConfigWriter = new InputConfigLoader($"{_baseFolder}InputConfig.dat")) { inputConfigWriter.LoadInputConfig(); } } else { SetDefaultKeys(); using (InputConfigWriter inputConfigWriter = new InputConfigWriter($"{_baseFolder}InputConfig.dat")) { inputConfigWriter.WriteInputConfig(); } } if (KeyInput.IsNintendoController) { KeyInput.SwapFaceButtons(); } DialogueManager.LoadDialogue(Language.EN); bwEffect = Content.Load <Effect>("effects/blackwhite"); bwEffect.CurrentTechnique = bwEffect.Techniques["BasicColorDrawing"]; //bwEffect.Parameters["Cutoff"].SetValue(DrawingUtilities.GetDrawingZ(DrawOrder.FG_SPRITES, 0)); }
public void OnLoadSucc(string source, UnityObject unityObj) { SingletonManager.Get <SubProgressBlackBoard>().Step(); var manager = new InputManager(); if (!_inputContext.hasUserInputManager) { var helper = new UserInputHelper(manager); _inputContext.SetUserInputManager(manager, helper); } { var cfg = unityObj.As <TextAsset>(); if (null != cfg) { var content = cfg.text; var inputCfg = InputConfigLoader <InputConfig> .Load(content); _inputContext.userInputManager.Instance.SetConfig(inputCfg); } else { Logger.Error("Cfg is null or not text asset"); } } _sessionState.FullfillExitCondition(typeof(InputConfigInitSystem)); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { ResourceManager.LoadResources(Content); CardDataManager.ReadCardData(); if (File.Exists("InputConfig.dat")) { using InputConfigLoader inputConfigWriter = new InputConfigLoader($"{BaseFolder}InputConfig.dat"); inputConfigWriter.LoadInputConfig(); } else { SetDefaultKeys(); using InputConfigWriter inputConfigWriter = new InputConfigWriter($"{BaseFolder}InputConfig.dat"); inputConfigWriter.WriteInputConfig(); } DialogueManager.Reload(); SpriteDrawer.Load(Content); foreach (var effect in GlobalState.AllEffects) { effect.Load(Content, graphics.GraphicsDevice); } }