public void LoadContent(ContentManager contentManager, Level level) { var info = level.Info; MainMap = level.Map; MainMap.X = 0; MainMap.Y = 0; heroEntity.MaxY = MainMap.Height; Marshes = MainMap.GetMarshes(); Pikes = MainMap.GetPikes(); // Back = contentManager.Load<Texture2D>("moutains"); TextureManager.Initialize(contentManager, "Farmer", "guard"); foreach (var obstacle in obstacleEntities) { obstacle.LoadImage(contentManager, info.Graphics.ObstaclesFolder); } foreach (var lad in Laders) { if (Constants.LaderTexture == null) { Constants.LaderTexture = contentManager.Load <Texture2D>("lader"); } lad.Image = Constants.LaderTexture; lad.InvokeLoad(); //lad.LoadImage(contentManager, ""); } foreach (var monster in MonsterEntities) { monster.LoadContent(contentManager); monster.InitializeAnimationsAsDefault(); if (CheckMarshes(monster) != null) { monster.InMarsh = true; } } foreach (var fire in FiringMonsterEntities) { fire.LoadContent(contentManager); //fire.InitializeAnimationsAsDefault(); if (CheckMarshes(fire) != null) { fire.InMarsh = true; } } foreach (var marsh in Marshes) { marsh.LoadContent(contentManager, "marsh/earth"); } foreach (var trilad in TriangularLaders) { trilad.LoadImage(contentManager, "TriLader"); } heroEntity.LoadImage(contentManager, info.Graphics.HeroFolder + "protagonist"); Background.Load(contentManager, info.Graphics.BackgroundElementsFolder, 16); // PlaceOnTop(heroEntity, Floor); foreach (var weapon in HeroWeapons) { weapon.LoadImage(contentManager, "gun"); weapon.BulletsImage = contentManager.Load <Texture2D>("bullet"); weapon.RechargeEffect = new MySoundEffect(contentManager, "sounds/recharge"); weapon.ShootingEffect = new MySoundEffect(contentManager, "sounds/shoot"); } LastContentManager = contentManager; LastLevel = level; heroEntity.LoadContent(contentManager, "hero/"); heroEntity.InitializeAnimationsAsDefault(); CurrentCoinTexture = contentManager.Load <Texture2D>("monster/Coin"); CurrentCoinSourceRect = new Rectangle(0, 0, 15, 16); CoinAnimation = Animation.CreateFromPhoto(CurrentCoinTexture, heroEntity, false, false, 15, 16, 7, 1000, 7, true); }