public override void LoadContent() { ProtoHelper.OnChatRecieve += OnChatRecive; _ = ProtoHelper.JoinToChatAsync(); var camera = new OrthographicCamera(_sceneHandler._graphicsDevice); mouseSystem = new MouseSystem(); MouseSystem.OnMouseLeftClick += mouseClick; spriteBatch = new SpriteBatch(_sceneHandler._graphicsDevice); world = new WorldBuilder() .AddSystem(new RenderSystem(spriteBatch, camera)) .AddSystem(mouseSystem) .Build(); _sceneHandler._gameComponents.Add(world); entityFactory = new EntityFactory(world, _sceneHandler._content, _sceneHandler._graphicsDevice); text = entityFactory.CreateText(new Vector2(100, 100), ProtoHelper.nickname, 100); playerReadyButtom = entityFactory.CreateReadySign(new Vector2(500, 110)); readyText = entityFactory.CreateText(new Vector2(530, 102), "Not ready", 0); enemyText = entityFactory.CreateText(new Vector2(100, 200), "", 100); enemyReadyButtom = entityFactory.CreateReadySign(new Vector2(500, 210)); enemyReadyText = entityFactory.CreateText(new Vector2(530, 202), "Not ready", 0); LoadGui(); while (!ProtoHelper.IsChatLive) { Thread.Sleep(10); } Thread.Sleep(500); ProtoHelper.WriteToChat("!live"); while (live == null) { Thread.Sleep(10); } if ((bool)live == true) { ChangeStateToGame(); } var player = _sceneHandler._content.Load <Texture2D>("MiniHead1"); var upArrow = _sceneHandler._content.Load <Texture2D>("MiniHead1"); playerSprite = new Sprite(player); enemySprite = new Sprite(player); upArrowSprite = new Sprite(_sceneHandler._content.Load <Texture2D>("upArrow")); downArrowSprite = new Sprite(_sceneHandler._content.Load <Texture2D>("downArrow")); }