public void Activate(ContentManager Content) { int buffer = 4; readyPositions[0] = new Vector2((ClientBounds.Width / 2) / 2, (ClientBounds.Height / 2) / 2); readyPositions[1] = new Vector2(3 * (ClientBounds.Width / 2) / 2, (ClientBounds.Height / 2) / 2); readyPositions[2] = new Vector2((ClientBounds.Width / 2) / 2, 3 * (ClientBounds.Height / 2) / 2); readyPositions[3] = new Vector2(3 * (ClientBounds.Width / 2) / 2, 3 * (ClientBounds.Height / 2) / 2); //Itialize loadout rectangles Rectangle[] ld_positions = new Rectangle[4]; ld_positions[0] = new Rectangle(buffer, buffer, ClientBounds.Width / 2 - (buffer * 2), ClientBounds.Height / 2 - (buffer * 2)); ld_positions[1] = new Rectangle(ClientBounds.Width / 2 + buffer, buffer, ClientBounds.Width / 2 - (buffer * 2), ClientBounds.Height / 2 - (buffer * 2)); ld_positions[2] = new Rectangle(buffer, ClientBounds.Height / 2 + buffer, ClientBounds.Width / 2 - (buffer * 2), ClientBounds.Height / 2 - (buffer * 2)); ld_positions[3] = new Rectangle(ClientBounds.Width / 2 + buffer, ClientBounds.Height / 2 + buffer, ClientBounds.Width / 2 - (buffer * 2), ClientBounds.Height / 2 - (buffer * 2)); Item[] equip = new Item[4]; for (int i = 0; i < 4; i++) { if (inputs[i].isActive) { Debug.WriteLine("Player " + i + " is Active!"); loadouts[i] = new LoadOut_Menu(loadoutfont, loadoutdisplayfont, ld_positions[i], menuBackground, items[i]); /*for (int j = 0; j < 4; j++) * { * equip[i] = state_man.equipment[i, j]; * Debug.WriteLine("equip[i] = " + equip[i]); * if (equip[i] != null) * loadouts[i].EquipItem(i, true); * }*/ //loadouts[i].equipment = equip; inputs[i].OnKeyRelease += HandleInput; totalPlayers++; } } }
public void Activate(ContentManager Content) { int buffer = 4; readyPositions[0] = new Vector2((ClientBounds.Width / 2) / 2, (ClientBounds.Height / 2) / 2); readyPositions[1] = new Vector2(3 * (ClientBounds.Width / 2) / 2, (ClientBounds.Height / 2) / 2); readyPositions[2] = new Vector2((ClientBounds.Width / 2) / 2, 3 * (ClientBounds.Height / 2) / 2); readyPositions[3] = new Vector2(3 * (ClientBounds.Width / 2) / 2, 3 * (ClientBounds.Height / 2) / 2); //Itialize loadout rectangles Rectangle[] ld_positions = new Rectangle[4]; ld_positions[0] = new Rectangle(buffer, buffer, ClientBounds.Width / 2 - (buffer * 2), ClientBounds.Height / 2 - (buffer * 2)); ld_positions[1] = new Rectangle(ClientBounds.Width / 2 + buffer, buffer, ClientBounds.Width / 2 - (buffer * 2), ClientBounds.Height / 2 - (buffer * 2)); ld_positions[2] = new Rectangle(buffer, ClientBounds.Height / 2 + buffer, ClientBounds.Width / 2 - (buffer * 2), ClientBounds.Height / 2 - (buffer * 2)); ld_positions[3] = new Rectangle(ClientBounds.Width / 2 + buffer, ClientBounds.Height / 2 + buffer, ClientBounds.Width / 2 - (buffer * 2), ClientBounds.Height / 2 - (buffer * 2)); Item[] equip = new Item[4]; for (int i = 0; i < 4; i++) { if(inputs[i].isActive) { Debug.WriteLine("Player " + i + " is Active!"); loadouts[i] = new LoadOut_Menu(loadoutfont, loadoutdisplayfont, ld_positions[i], menuBackground, items[i]); /*for (int j = 0; j < 4; j++) { equip[i] = state_man.equipment[i, j]; Debug.WriteLine("equip[i] = " + equip[i]); if (equip[i] != null) loadouts[i].EquipItem(i, true); }*/ //loadouts[i].equipment = equip; inputs[i].OnKeyRelease += HandleInput; totalPlayers++; } } }