private void StandardInitialization(ContentManager content) { //Load stuff var platformConeTexture = content.Load <Texture2D>("Cones"); var platformCylTexture = content.Load <Texture2D>("Cylinders"); var platformBlankTexture = content.Load <Texture2D>("PlatformBasic"); var platformDomeTexture = content.Load <Texture2D>("Dome"); var mapBackground = content.Load <Texture2D>("backgroundGrid"); var libSans12 = content.Load <SpriteFont>("LibSans12"); PlatformFactory.Init(platformConeTexture, platformCylTexture, platformDomeTexture, platformBlankTexture, libSans12); StructureLayoutHolder.Initialize(ref mDirector); //Map related stuff Camera = new Camera(mGraphics.GraphicsDevice, ref mDirector); mFow = new FogOfWar(Camera, mGraphics.GraphicsDevice); var map = new Map.Map(mapBackground, 60, 60, mFow, Camera, ref mDirector); Map = map; var milUnitSheet = content.Load <Texture2D>("UnitSpriteSheet"); var milGlowSheet = content.Load <Texture2D>("UnitGlowSprite"); var genUnitSprite = content.Load <Texture2D>("GenUnit"); MilitaryUnit.mMilSheet = milUnitSheet; MilitaryUnit.mGlowTexture = milGlowSheet; GeneralUnit.mGenUnitTexture = genUnitSprite; mDirector.GetMilitaryManager.SetMap(ref map); //INITIALIZE SCREENS GameScreen = new GameScreen(mGraphics.GraphicsDevice, ref mDirector, Map, Camera, mFow); Ui = new UserInterfaceScreen(ref mDirector, Map, Camera, mScreenManager); mDirector.GetUserInterfaceController.ControlledUserInterface = Ui; // the UI needs to be added to the controller // the input manager keeps this from not getting collected by the GC mDebugscreen = new DebugScreen((StackScreenManager)mScreenManager, Camera, Map, ref mDirector); mDirector.GetInputManager.FlagForAddition(this); if (Ai != null) { GameScreen.AddObject(Ai); } }
public void ReloadContent(ContentManager content, GraphicsDeviceManager graphics, ref Director director, IScreenManager screenmanager) { mScreenManager = screenmanager; mGraphics = graphics; //Load stuff var platformConeTexture = content.Load <Texture2D>("Cones"); var platformCylTexture = content.Load <Texture2D>("Cylinders"); var platformBlankTexture = content.Load <Texture2D>("PlatformBasic"); var platformDomeTexture = content.Load <Texture2D>("Dome"); MilitaryUnit.mMilSheet = content.Load <Texture2D>("UnitSpriteSheet"); MilitaryUnit.mGlowTexture = content.Load <Texture2D>("UnitGlowSprite"); var mapBackground = content.Load <Texture2D>("backgroundGrid"); var libSans12 = content.Load <SpriteFont>("LibSans12"); PlatformFactory.Init(platformConeTexture, platformCylTexture, platformDomeTexture, platformBlankTexture, libSans12); PlatformBlank.mLibSans12 = libSans12; director.ReloadContent(mDirector, Map.GetMeasurements(), content, mGraphics); mDirector = director; //Map related stuff Camera.ReloadContent(mGraphics, ref mDirector); mFow.ReloadContent(mGraphics, Camera); Ui = new UserInterfaceScreen(ref mDirector, Map, Camera, mScreenManager); Ui.LoadContent(content); Ui.Loaded = true; //This has to be after ui creation, because the ui graphid dictionary is updated in the structuremap.reloadcontent method Map.ReloadContent(mapBackground, Camera, mFow, ref mDirector, content, Ui); GameScreen.ReloadContent(content, graphics, Map, mFow, Camera, ref mDirector, Ui); mDirector.GetUserInterfaceController.ReloadContent(ref mDirector); mDirector.GetUserInterfaceController.ControlledUserInterface = Ui; // the UI needs to be added to the controller // Reload map for the military manager var map = Map; director.GetMilitaryManager.ReloadSetMap(ref map); // the input manager keeps this from not getting collected by the GC mDebugscreen = new DebugScreen((StackScreenManager)mScreenManager, Camera, Map, ref mDirector); mDirector.GetInputManager.FlagForAddition(this); //AI Stuff Ai?.ReloadContent(ref mDirector); StructureLayoutHolder.Initialize(ref mDirector); }