/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> public void LoadContent(ContentManager Content) { // Create a new SpriteBatch, which can be used to draw textures. /*///////////////////////////////////////////////////////////////// * Cam.spriteBatch = new SpriteBatch(GraphicsDevice); *////////////////////////////////////////////////////////////////// UI.UIText.UIFrame.Initialize(Content); Utils.ModelList ModelNames = new Utils.ModelList(); ModelNames = Newtonsoft.Json.JsonConvert.DeserializeObject <Utils.ModelList>(File.ReadAllText("VegitationPack.json")); UInt32 UUIDIndex = 0; foreach (var ModelList in ModelNames.Models) { if (ModelList[0] != "UnusedGrass") { List <Model> CurrentModelList = new List <Model>(); for (int i = 1; i < ModelList.Count(); i++) { if (!ModelList[i].EndsWith(".psd")) { var model = Content.Load <Model>(ModelNames.RelativePath + ModelList[i]); foreach (var a in model.Meshes) { a.Tag = new MeshTag() { Scale = (((GSV.spacingX + GSV.spacingY) / 2f) - 275) / a.BoundingSphere.Radius, UUID = new Color((float)Utils.RNG.NextDouble(), (float)Utils.RNG.NextDouble(), 0).ToVector3() }; UUIDIndex += 1; } CurrentModelList.Add(model); } } OrderedModels.Add(ModelList[0], CurrentModelList); } } HelpButton.Load(Content); Entities.Bush.Sprite = Content.Load <Texture2D>(@"GUI\Bush"); Entities.Flower.Sprite = Content.Load <Texture2D>(@"GUI\Flower"); Entities.Reed.Sprite = Content.Load <Texture2D>(@"GUI\Reed"); Entities.Shrub.Sprite = Content.Load <Texture2D>(@"GUI\Shrub"); Entities.FlowerBush.Sprite = Content.Load <Texture2D>(@"GUI\FlowerBush"); ContentLoaded = true; Cam.PEffect = new PrimitiveEffect() { InternalEffect = Content.Load <Effect>("PrimitivesEffect") }; WEffect = new WaterEffect() { InternalEffect = Content.Load <Effect>("WaterShader") }; }