private IEnumerable <object> Load(bool isSeparateThread) { if (GameSettings.VerboseLogging) { DebugConsole.NewMessage("LOADING COROUTINE", Color.Lime); } while (TitleScreen.WaitForLanguageSelection) { yield return(CoroutineStatus.Running); } SoundManager = new Sounds.SoundManager(); SoundManager.SetCategoryGainMultiplier("default", Config.SoundVolume, 0); SoundManager.SetCategoryGainMultiplier("ui", Config.SoundVolume, 0); SoundManager.SetCategoryGainMultiplier("waterambience", Config.SoundVolume, 0); SoundManager.SetCategoryGainMultiplier("music", Config.MusicVolume, 0); SoundManager.SetCategoryGainMultiplier("voip", Math.Min(Config.VoiceChatVolume, 1.0f), 0); if (Config.EnableSplashScreen && !ConsoleArguments.Contains("-skipintro")) { var pendingSplashScreens = TitleScreen.PendingSplashScreens; float baseVolume = MathHelper.Clamp(Config.SoundVolume * 2.0f, 0.0f, 1.0f); pendingSplashScreens?.Enqueue(new LoadingScreen.PendingSplashScreen("Content/SplashScreens/Splash_UTG.webm", baseVolume * 0.5f)); pendingSplashScreens?.Enqueue(new LoadingScreen.PendingSplashScreen("Content/SplashScreens/Splash_FF.webm", baseVolume)); pendingSplashScreens?.Enqueue(new LoadingScreen.PendingSplashScreen("Content/SplashScreens/Splash_Daedalic.webm", baseVolume * 0.1f)); } //if not loading in a separate thread, wait for the splash screens to finish before continuing the loading //otherwise the videos will look extremely choppy if (!isSeparateThread) { while (TitleScreen.PlayingSplashScreen || TitleScreen.PendingSplashScreens.Count > 0) { yield return(CoroutineStatus.Running); } } GUI.Init(Window, Config.AllEnabledPackages, GraphicsDevice); DebugConsole.Init(); if (Config.AutoUpdateWorkshopItems) { Config.WaitingForAutoUpdate = true; TaskPool.Add("AutoUpdateWorkshopItemsAsync", SteamManager.AutoUpdateWorkshopItemsAsync(), (task) => { bool result = ((Task <bool>)task).Result; Config.WaitingForAutoUpdate = false; }); while (Config.WaitingForAutoUpdate) { yield return(CoroutineStatus.Running); } } #if DEBUG if (Config.ModBreakerMode) { Config.SelectCorePackage(ContentPackage.CorePackages.GetRandom()); foreach (var regularPackage in ContentPackage.RegularPackages) { if (Rand.Range(0.0, 1.0) <= 0.5) { Config.EnableRegularPackage(regularPackage); } else { Config.DisableRegularPackage(regularPackage); } } ContentPackage.SortContentPackages(p => { return(Rand.Int(int.MaxValue)); }); } #endif if (Config.AllEnabledPackages.None()) { DebugConsole.Log("No content packages selected"); } else { DebugConsole.Log("Selected content packages: " + string.Join(", ", Config.AllEnabledPackages.Select(cp => cp.Name))); } #if DEBUG GameSettings.ShowUserStatisticsPrompt = false; GameSettings.SendUserStatistics = false; #endif InitUserStats(); yield return(CoroutineStatus.Running); Debug.WriteLine("sounds"); int i = 0; foreach (object crObj in SoundPlayer.Init()) { CoroutineStatus status = (CoroutineStatus)crObj; if (status == CoroutineStatus.Success) { break; } i++; TitleScreen.LoadState = SoundPlayer.SoundCount == 0 ? 1.0f : Math.Min(40.0f * i / Math.Max(SoundPlayer.SoundCount, 1), 40.0f); yield return(CoroutineStatus.Running); } TitleScreen.LoadState = 40.0f; yield return(CoroutineStatus.Running); LightManager = new Lights.LightManager(base.GraphicsDevice, Content); TitleScreen.LoadState = 41.0f; yield return(CoroutineStatus.Running); GUI.LoadContent(); TitleScreen.LoadState = 42.0f; yield return(CoroutineStatus.Running); TaskPool.Add("InitRelayNetworkAccess", SteamManager.InitRelayNetworkAccess(), (t) => { }); FactionPrefab.LoadFactions(); NPCSet.LoadSets(); CharacterPrefab.LoadAll(); MissionPrefab.Init(); TraitorMissionPrefab.Init(); MapEntityPrefab.Init(); Tutorials.Tutorial.Init(); MapGenerationParams.Init(); LevelGenerationParams.LoadPresets(); CaveGenerationParams.LoadPresets(); OutpostGenerationParams.LoadPresets(); WreckAIConfig.LoadAll(); EventSet.LoadPrefabs(); ItemPrefab.LoadAll(GetFilesOfType(ContentType.Item)); AfflictionPrefab.LoadAll(GetFilesOfType(ContentType.Afflictions)); SkillSettings.Load(GetFilesOfType(ContentType.SkillSettings)); Order.Init(); EventManagerSettings.Init(); BallastFloraPrefab.LoadAll(GetFilesOfType(ContentType.MapCreature)); HintManager.Init(); TitleScreen.LoadState = 50.0f; yield return(CoroutineStatus.Running); StructurePrefab.LoadAll(GetFilesOfType(ContentType.Structure)); TitleScreen.LoadState = 55.0f; yield return(CoroutineStatus.Running); UpgradePrefab.LoadAll(GetFilesOfType(ContentType.UpgradeModules)); TitleScreen.LoadState = 56.0f; yield return(CoroutineStatus.Running); JobPrefab.LoadAll(GetFilesOfType(ContentType.Jobs)); CorpsePrefab.LoadAll(GetFilesOfType(ContentType.Corpses)); NPCConversation.LoadAll(GetFilesOfType(ContentType.NPCConversations)); ItemAssemblyPrefab.LoadAll(); TitleScreen.LoadState = 60.0f; yield return(CoroutineStatus.Running); GameModePreset.Init(); SaveUtil.DeleteDownloadedSubs(); SubmarineInfo.RefreshSavedSubs(); TitleScreen.LoadState = 65.0f; yield return(CoroutineStatus.Running); GameScreen = new GameScreen(GraphicsDeviceManager.GraphicsDevice, Content); TitleScreen.LoadState = 68.0f; yield return(CoroutineStatus.Running); MainMenuScreen = new MainMenuScreen(this); ServerListScreen = new ServerListScreen(); TitleScreen.LoadState = 70.0f; yield return(CoroutineStatus.Running); #if USE_STEAM SteamWorkshopScreen = new SteamWorkshopScreen(); if (SteamManager.IsInitialized) { Steamworks.SteamFriends.OnGameRichPresenceJoinRequested += OnInvitedToGame; Steamworks.SteamFriends.OnGameLobbyJoinRequested += OnLobbyJoinRequested; } #endif SubEditorScreen = new SubEditorScreen(); TitleScreen.LoadState = 75.0f; yield return(CoroutineStatus.Running); ParticleEditorScreen = new ParticleEditorScreen(); TitleScreen.LoadState = 80.0f; yield return(CoroutineStatus.Running); LevelEditorScreen = new LevelEditorScreen(); SpriteEditorScreen = new SpriteEditorScreen(); EventEditorScreen = new EventEditorScreen(); CharacterEditorScreen = new CharacterEditor.CharacterEditorScreen(); CampaignEndScreen = new CampaignEndScreen(); yield return(CoroutineStatus.Running); TitleScreen.LoadState = 85.0f; ParticleManager = new ParticleManager(GameScreen.Cam); ParticleManager.LoadPrefabs(); TitleScreen.LoadState = 88.0f; LevelObjectPrefab.LoadAll(); TitleScreen.LoadState = 90.0f; yield return(CoroutineStatus.Running); DecalManager = new DecalManager(); LocationType.Init(); MainMenuScreen.Select(); foreach (string steamError in SteamManager.InitializationErrors) { new GUIMessageBox(TextManager.Get("Error"), TextManager.Get(steamError)); } TitleScreen.LoadState = 100.0f; hasLoaded = true; if (GameSettings.VerboseLogging) { DebugConsole.NewMessage("LOADING COROUTINE FINISHED", Color.Lime); } yield return(CoroutineStatus.Success); }
protected override void Draw(SpriteBatch spriteBatch) { if (!Visible || loading) { return; } if (Parent != null) { State = Parent.State; } if (OverrideState != null) { State = OverrideState.Value; } if (Sprite != null && Sprite.LazyLoad && !lazyLoaded) { if (LoadAsynchronously) { loadingTextures = true; loading = true; TaskPool.Add("LoadTextureAsync", LoadTextureAsync(), (Task) => { loading = false; lazyLoaded = true; RectTransform.SizeChanged += RecalculateScale; RecalculateScale(); }); return; } else { Sprite.EnsureLazyLoaded(); RectTransform.SizeChanged += RecalculateScale; RecalculateScale(); lazyLoaded = true; } } Color currentColor = GetColor(State); if (BlendState != null) { spriteBatch.End(); spriteBatch.Begin(blendState: BlendState, samplerState: GUI.SamplerState); } if (style != null) { foreach (UISprite uiSprite in style.Sprites[State]) { if (Math.Abs(Rotation) > float.Epsilon) { float scale = Math.Min(Rect.Width / uiSprite.Sprite.size.X, Rect.Height / uiSprite.Sprite.size.Y); spriteBatch.Draw(uiSprite.Sprite.Texture, Rect.Center.ToVector2(), uiSprite.Sprite.SourceRect, currentColor * (currentColor.A / 255.0f), Rotation, uiSprite.Sprite.size / 2, Scale * scale, SpriteEffects, 0.0f); } else { uiSprite.Draw(spriteBatch, Rect, currentColor * (currentColor.A / 255.0f), SpriteEffects); } } } else if (sprite?.Texture != null) { spriteBatch.Draw(sprite.Texture, Rect.Center.ToVector2(), sourceRect, currentColor * (currentColor.A / 255.0f), Rotation, origin, Scale, SpriteEffects, 0.0f); } if (BlendState != null) { spriteBatch.End(); spriteBatch.Begin(SpriteSortMode.Deferred, samplerState: GUI.SamplerState, rasterizerState: GameMain.ScissorTestEnable); } }