private void LoadSubDirectoryFiles(ContentManager content, DirectoryInfo subDirectory) { DirectoryInfo directory = new DirectoryInfo(content.RootDirectory + "/" + SoundEffectsDirectory + "/" + subDirectory.Name); if (!directory.Exists) throw new DirectoryNotFoundException(); FileInfo[] files = directory.GetFiles("*.xnb*"); foreach (FileInfo file in files) { string key = Path.GetFileNameWithoutExtension(file.Name); MySoundEffect soundEffect = new MySoundEffect(SoundEffectsDirectory + "/" + subDirectory.Name + "/" + key); soundEffect.LoadContent(content); SoundEffects.Add(SoundEffectsDirectory + "/" + subDirectory.Name + "/" + key, soundEffect); } }
public override void LoadContent(ContentManager content) { base.LoadContent(content); if (DataAsset != "") { TurretData = content.Load<TurretData>(DataAsset); CurrentFireTimer = TurretData.FireTimer; float scale = Math.Min((float)ParentShip.Bounds.Width / (float)(2 * Bounds.Width), (float)ParentShip.Bounds.Height / (float)(2 * Bounds.Height)); SetScale(new Vector2(Math.Min(scale, 1), Math.Min(scale, 1))); TurretFiringSoundEffect = new MySoundEffect(TurretData.TurretSoundEffectAsset, false, ScreenManager.Settings.OptionsData.SoundEffectsVolume * 0.5f); TurretFiringSoundEffect.LoadContent(ScreenManager.Content); } }
private void SetUpEffects(ContentManager content) { // Position and rotation do not matter for now - need to update them when the ship is moving EngineTrail = new AnimatedGameObject("XML/FX/EngineTrail", Vector2.Zero); EngineTrail.LoadContent(content); TrailScale = new Vector2(Math.Min(ParentGameObject.Bounds.Width / 120f, 1), Math.Min(ParentGameObject.Bounds.Height / 100f, 2)); EngineTrail.SetScale(TrailScale); EngineTrail.SetOpacity(0); EngineSmoke = new AnimatedGameObject("XML/FX/Smoke", Vector2.Zero, false, false); EngineSmoke.LoadContent(content); EngineSmoke.SetScale(new Vector2(EngineTrail.FrameDimensions.X * EngineTrail.Scale.X / (2 * EngineSmoke.FrameDimensions.X), EngineTrail.FrameDimensions.Y * EngineTrail.Scale.X / (2 * EngineSmoke.FrameDimensions.Y))); EngineSoundEffect = new MySoundEffect(EngineData.EngineSoundAsset, false, ScreenManager.Settings.OptionsData.SoundEffectsVolume * 0.03f); EngineSoundEffect.LoadContent(content); }