public static void Initialize() { // Create the mBoundsCamera before the GUI since the GUI will create a PropertyGrid for this object. mBoundsCamera = new Camera(FlatRedBallServices.GlobalContentManager); mBoundsCamera.DrawsWorld = false; mBoundsCamera.DrawsToScreen = false; GuiData.Initialize(); // This needs to happen after the bounds camera is created. mEditorLogic = new EditorLogic(); // make resizable new EditorObjects.FormMethods(); }
public static void Initialize() { // Create the mBoundsCamera before the GUI since the GUI will create a PropertyGrid for this object. mBoundsCamera = new Camera(FlatRedBallServices.GlobalContentManager); mBoundsCamera.DrawsWorld = false; mBoundsCamera.DrawsToScreen = false; // This needs to happen after the bounds camera is created, but before GuiData is initialized. mEditorLogic = new EditorLogic(); GuiData.Initialize(); // make resizable new EditorObjects.FormMethods(); }
static EditorData() { // Force the UI to be created mEditorLogic = new EditorLogic(); mGlobalInstructionSets = new List<AnimationSequence>(); SpriteManager.Camera.Z = 40.0f; mCameraBounds = new CameraBounds(mSceneCamera); mBlockingScene = new Scene(); #region create the spriteArrays, InstructionGroupArray, and SpriteGridArray ActiveSprites = new SpriteList(); formationArray = new FormationArray(); #endregion // Add the properties that are going to be watched for InstructionSets CreateMembersWatching(); instructionPlayer = new InstructionPlayer(); //= SpriteManager.AddSprite("genGfx/targetBox.bmp", sprMan.AddLayer()); // currentSpriteMarker.fade = 150; // currentSpriteMarker.visible = false; rectangleSelector = new RectangleSelector(); }