private void CreateBulletTab() { Texture2D texture2; Texture2D texture3; texture2 = mContentManager.Load<Texture2D>("textures\\UI\\block1_switched_off"); texture3 = mContentManager.Load<Texture2D>("textures\\UI\\block1_active"); Button bulletSwitch = new Button(mSpriteBatch, texture2, texture3); bulletSwitch.Position = new Vector2(10, 390); bulletSwitch.Click += bullet_Click; mControls.Add(bulletSwitch); mButtonsPerTab[3].Add(bulletSwitch); texture2 = mContentManager.Load<Texture2D>("textures\\UI\\block1_switched_off"); texture3 = mContentManager.Load<Texture2D>("textures\\UI\\block1_active"); bulletSwitch = new Button(mSpriteBatch, texture2, texture3); bulletSwitch.Position = new Vector2(100, 390); bulletSwitch.Click += bulletA_Click; mControls.Add(bulletSwitch); mButtonsPerTab[3].Add(bulletSwitch); }
private void CreateControls() { mControls = new List<UIControl>(); mButtonsPerTab = new List<UIControl>[TAB_COUNT]; for (int i = 0; i < TAB_COUNT; i++) { mButtonsPerTab[i] = new List<UIControl>(); } mTabs = new List<Switcher>(TAB_COUNT); Texture2D texture = mContentManager.Load<Texture2D>("Textures\\UI\\container"); Background background = new Background(texture, mSpriteBatch); background.Position = new Vector2(0, 360); mControls.Add(background); Texture2D texture3; texture = mContentManager.Load<Texture2D>("textures\\UI\\build_switched_on"); texture3 = mContentManager.Load<Texture2D>("textures\\UI\\build_active"); Button BButton = new Button(mSpriteBatch, texture, texture3); BButton.Position = new Vector2(745, 20); BButton.Click += BButton_BuildClick; mControls.Add(BButton); CreateTabs(); CreateBlockTab(); CreateGunTab(); CreateBulletTab(); CreateUpgradesTab(); for (int i = 0; i < TAB_COUNT; i++) { for (int j = 0; j < mButtonsPerTab[i].Count; j++) { mButtonsPerTab[i][j].Visible = false; } } SetTabActive(0); texture = mContentManager.Load<Texture2D>("Textures\\UI\\cursor"); Cursor cursor = new Cursor(texture, mSpriteBatch); mCursor = cursor; cursor.Visible = false; mControls.Add(cursor); }