/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Create game systems InputSystem = new InputSystem(this); NetworkSystem = new NetworkSystem(this); RenderingSystem = new RenderingSystem(this); MovementSystem = new MovementSystem(this); WeaponSystem = new WeaponSystem(this); EnemyAISystem = new EnemyAISystem(this); NpcAISystem = new NpcAISystem(this); GarbagemanSystem = new GarbagemanSystem(this); CollisionSystem = new Systems.CollisionSystem(this); RoomChangingSystem = new RoomChangingSystem(this); QuestLogSystem = new QuestLogSystem(this); SpriteAnimationSystem = new SpriteAnimationSystem(this); SkillSystem = new SkillSystem(this); TextSystem = new TextSystem(this); // Testing code. LevelManager.LoadContent(); LevelManager.LoadLevel("D01F01R01"); //End Testing Code }
public void SpawnMultiple(int index, int amount) { if (index < 0 || index > entityList.Count) { Debug.LogError("Invalid index!"); return; } for (int i = 0; i < amount; i++) { GameObject instance = Instantiate(entityList[index], spawnPoint.position, spawnPoint.rotation); currentEntity = (currentEntity + 1) % entityList.Count; EnemyBase enemyBase = instance.GetComponent <EnemyBase>(); enemyBase.MarkSpawned(); EnemyAISystem enemyAI = instance.GetComponent <EnemyAISystem>(); if (patrolStartingPoint != null) { enemyAI.addPatrolPoint(patrolStartingPoint); enemyAI.ResetPatrol(); } } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Create game systems InputSystem = new InputSystem(this); NetworkSystem = new NetworkSystem(this); RenderingSystem = new RenderingSystem(this); MovementSystem = new MovementSystem(this); WeaponSystem = new WeaponSystem(this); EnemyAISystem = new EnemyAISystem(this); NpcAISystem = new NpcAISystem(this); GarbagemanSystem = new GarbagemanSystem(this); CollisionSystem = new Systems.CollisionSystem(this); RoomChangingSystem = new RoomChangingSystem(this); QuestLogSystem = new QuestLogSystem(this); SpriteAnimationSystem = new SpriteAnimationSystem(this); SkillSystem = new SkillSystem(this); TextSystem = new TextSystem(this); EngineeringOffenseSystem = new EngineeringOffenseSystem(this); HUDSystem = new HUDSystem(this); InputHelper.Load(); HUDSystem.LoadContent(); // Testing code. LevelManager.LoadContent(); LevelManager.LoadLevel("D01F01R01"); //Song bg = Content.Load<Song>("Audio/Main_Loop"); //MediaPlayer.Stop(); //MediaPlayer.IsRepeating = true; //MediaPlayer.Play(bg); //End Testing Code }
public void Spawn() { GameObject instance = Instantiate(entityList[currentEntity], spawnPoint.position, spawnPoint.rotation); currentEntity = (currentEntity + 1) % entityList.Count; EnemyBase enemyBase = instance.GetComponent <EnemyBase>(); enemyBase.MarkSpawned(); EnemyAISystem enemyAI = instance.GetComponent <EnemyAISystem>(); if (patrolStartingPoint != null) { enemyAI.addPatrolPoint(patrolStartingPoint); enemyAI.ResetPatrol(); } }