public GameplayManager(ContentManager content, GameScreen screen) { this.gameMode = GameMode.REALTIME; this.parentScreen = screen; this.missionRunning = true; dayCount = 1; ConstructReal(); StartDay(); }
/// <summary> /// The constructor is private: loading screens should /// be activated via the static Load method instead. /// </summary> private LoadingScreen(ScreenManager screenManager, bool loadingIsSlow, bool loadIndicator, GameScreen[] screensToLoad) { this.loadingIsSlow = loadingIsSlow; this.screensToLoad = screensToLoad; this.progressBar = new ProgressBar(screenManager.Game.GraphicsDevice, 75, 360, 700, 50); this.progressBar.minimum = 0; this.progressBar.maximum = 100; this.loadIndicator = loadIndicator; loadThread = new Thread(Load); loadProgress = 0; TransitionOnTime = TimeSpan.FromSeconds(0.5); }
/// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); }
/// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); }