public override void LoadContent(ContentManager content) { base.LoadContent(content); if (TurretData != null) { Explosion = new AnimatedGameObject("XML/FX/Explosion", Vector2.Zero, false, false); Explosion.LoadContent(ScreenManager.Content); Explosion.SetScale(new Vector2(TurretData.BulletDamage / 20f, TurretData.BulletDamage / 20f)); // Currently not used in favour of using SoundEffectsManager /*BulletFiringSoundEffect = new MySoundEffect(TurretData.TurretSoundEffectAsset, false, 0.3f); BulletFiringSoundEffect.LoadContent(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); }