public RankInfo(Code2015 game, Game parent, GameScene scene, GameState logic) { this.game = game; this.parent = parent; this.scene = scene; this.gameLogic = logic; this.renderSys = game.RenderSystem; FileLocation fl = FileSystem.Instance.Locate("nig_rank_bk.tex", GameFileLocs.GUI); rankBackground = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_home.tex", GameFileLocs.GUI); homeBackground = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_rank_color.tex", GameFileLocs.GUI); rankColor = UITextureManager.Instance.CreateInstance(fl); f6 = GameFontManager.Instance.FRuanEdged4; f8 = GameFontManager.Instance.FRuanEdged6; //for (int i = 0; i < gameLogic.LocalPlayerCount; i++) //players.Add(gameLogic.GetLocalPlayer(i)); }
public NIGObjective(Code2015 game, Game parent, GameScene scene, GameState gamelogic) { this.parent = parent; this.game = game; this.renderSys = game.RenderSystem; this.scene = scene; this.gameLogic = gamelogic; FileLocation fl = FileSystem.Instance.Locate("nig_objective_bg.tex", GameFileLocs.GUI); background = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_objective_btn.tex", GameFileLocs.GUI); okButton = new Button(); okButton.Image = UITextureManager.Instance.CreateInstance(fl); okButton.X = 748; okButton.Y = 337; okButton.Width = okButton.Image.Width; okButton.Height = okButton.Image.Height; okButton.Enabled = true; okButton.IsValid = true; okButton.MouseClick += OkButton_Click; fl = FileSystem.Instance.Locate("bg_black.tex", GameFileLocs.GUI); overlay = UITextureManager.Instance.CreateInstance(fl); state = NIGDialogState.Hiding; }
public ExitGame(Code2015 game, Game parent, GameScene scene, GameState gamelogic, NIGMenu nigMenu) { this.scene = scene; this.renderSys = game.RenderSystem; this.gameLogic = gamelogic; this.parent = parent; this.game = game; this.nigMenu = nigMenu; exitButton = new Button(); FileLocation fl = FileSystem.Instance.Locate("nig_esc.tex", GameFileLocs.GUI); exitButton.Image = UITextureManager.Instance.CreateInstance(fl); exitButton.X = -13; exitButton.Y = 0; exitButton.Width = exitButton.Image.Width; exitButton.Height = exitButton.Image.Height; exitButton.Enabled = true; exitButton.IsValid = true; isButtonClicked = false; exitButton.MouseClick += ExitButton_Pressed; }
public NIGFail(Code2015 game, Game parent, GameScene scene, GameState gamelogic) { this.parent = parent; this.game = game; this.renderSys = game.RenderSystem; this.scene = scene; this.gameLogic = gamelogic; FileLocation fl = FileSystem.Instance.Locate("nig_fail_bg.tex", GameFileLocs.GUI); background = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_fail_fail.tex", GameFileLocs.GUI); failTex = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_result_back.tex", GameFileLocs.GUI); backButton = new Button(); backButton.Image = UITextureManager.Instance.CreateInstance(fl); backButton.X = 450; backButton.Y = 530; backButton.Width = backButton.Image.Width; backButton.Height = backButton.Image.Height; backButton.Enabled = true; backButton.IsValid = true; backButton.MouseClick += BackButton_Click; fl = FileSystem.Instance.Locate("nig_result_replay.tex", GameFileLocs.GUI); replayButton = new Button(); replayButton.Image = UITextureManager.Instance.CreateInstance(fl); replayButton.X = 738; replayButton.Y = 512; replayButton.Width = replayButton.Image.Width; replayButton.Height = replayButton.Image.Height; replayButton.Enabled = true; replayButton.IsValid = true; replayButton.MouseClick += ReplayButton_Click; fl = FileSystem.Instance.Locate("nig_rank_bk.tex", GameFileLocs.GUI); rankBackground = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_home.tex", GameFileLocs.GUI); homeBackground = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_rank_color.tex", GameFileLocs.GUI); rankColor = UITextureManager.Instance.CreateInstance(fl); f6 = GameFontManager.Instance.FRuanEdged4; f8 = GameFontManager.Instance.FRuanEdged6; fl = FileSystem.Instance.Locate("bg_black.tex", GameFileLocs.GUI); overlay = UITextureManager.Instance.CreateInstance(fl); state = NIGDialogState.Hiding; }
public Quest(Code2015 game, Game parent, GameScene scene, GameState gamelogic) { this.scene = scene; this.renderSys = game.RenderSystem; this.gameLogic = gamelogic; this.parent = parent; this.game = game; FileLocation fl = FileSystem.Instance.Locate("nig_quest.tex", GameFileLocs.GUI); background = UITextureManager.Instance.CreateInstance(fl); player = gamelogic.LocalHumanPlayer; fedge6 = GameFontManager.Instance.FRuanEdged8; }
public NIGMenu(Code2015 game, Game parent, GameScene scene, GameState gamelogic) { this.parent = parent; this.game = game; this.renderSys = game.RenderSystem; this.scene = scene; this.gameLogic = gamelogic; FileLocation fl = FileSystem.Instance.Locate("nig_m_bg.tex", GameFileLocs.GUI); background = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("bg_black.tex", GameFileLocs.GUI); overlay = UITextureManager.Instance.CreateInstance(fl); state = NIGDialogState.Hiding; fl = FileSystem.Instance.Locate("nig_m_btn_resume.tex", GameFileLocs.GUI); resumeButton = new Button(); resumeButton.Image = UITextureManager.Instance.CreateInstance(fl); resumeButton.X = 566; resumeButton.Y = 211; resumeButton.Width = resumeButton.Image.Width; resumeButton.Height = resumeButton.Image.Height; resumeButton.Enabled = true; resumeButton.IsValid = true; resumeButton.MouseClick += ResumeButton_Click; fl = FileSystem.Instance.Locate("nig_m_btn_restart.tex", GameFileLocs.GUI); restartButton = new Button(); restartButton.Image = UITextureManager.Instance.CreateInstance(fl); restartButton.X = 560; restartButton.Y = 276; restartButton.Width = restartButton.Image.Width; restartButton.Height = restartButton.Image.Height; restartButton.Enabled = true; restartButton.IsValid = true; restartButton.MouseClick += RestartButton_Click; fl = FileSystem.Instance.Locate("nig_m_btn_back.tex", GameFileLocs.GUI); exitButton = new Button(); exitButton.Image = UITextureManager.Instance.CreateInstance(fl); exitButton.X = 582; exitButton.Y = 339; exitButton.Width = exitButton.Image.Width; exitButton.Height = exitButton.Image.Height; exitButton.Enabled = true; exitButton.IsValid = true; exitButton.MouseClick += ExitButton_Click; }
//float rot; public MiniMap(Code2015 game, Game parent, GameScene scene, GameState gamelogic) { this.parent = parent; this.game = game; this.renderSys = game.RenderSystem; this.scene = scene; this.gameLogic = gamelogic; this.camera = scene.Camera; FileLocation fl = FileSystem.Instance.Locate("nig_minimap.tex", GameFileLocs.GUI); background = UITextureManager.Instance.CreateInstance(fl); #region 内容显示 fl = FileSystem.Instance.Locate("ig_map_view.tex", GameFileLocs.GUI); cameraView = UITextureManager.Instance.CreateInstance(fl); //fl = FileSystem.Instance.Locate("ig_mp_redpoint.tex", GameFileLocs.GUI); //redDot = UITextureManager.Instance.CreateInstance(fl); //fl = FileSystem.Instance.Locate("ig_mp_greenpoint.tex", GameFileLocs.GUI); //greenDot = UITextureManager.Instance.CreateInstance(fl); //fl = FileSystem.Instance.Locate("ig_mp_yellowpoint.tex", GameFileLocs.GUI); //yellowDot = UITextureManager.Instance.CreateInstance(fl); //fl = FileSystem.Instance.Locate("ig_mp_bluepoint.tex", GameFileLocs.GUI); //blueDot = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_mp_dot.tex", GameFileLocs.GUI); mapdot = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_mp_circle.tex", GameFileLocs.GUI); mapCircle = UITextureManager.Instance.CreateInstance(fl); //fl = FileSystem.Instance.Locate("ig_mp_red.tex", GameFileLocs.GUI); //redRing = UITextureManager.Instance.CreateInstance(fl); //fl = FileSystem.Instance.Locate("ig_mp_green.tex", GameFileLocs.GUI); //greenRing = UITextureManager.Instance.CreateInstance(fl); //fl = FileSystem.Instance.Locate("ig_mp_yellow.tex", GameFileLocs.GUI); //yellowRing = UITextureManager.Instance.CreateInstance(fl); //fl = FileSystem.Instance.Locate("ig_mp_blue.tex", GameFileLocs.GUI); //blueRing = UITextureManager.Instance.CreateInstance(fl); #endregion }
public RBallTypeSelect(Code2015 game, Game parent, GameScene scene, GameState logic) { this.game = game; this.parent = parent; this.scene = scene; this.gameLogic = logic; this.player = parent.HumanPlayer; this.renderSys = game.RenderSystem; FileLocation fl = FileSystem.Instance.Locate("nig_icon_green.tex", GameFileLocs.GUI); greenBallBtn = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_icon_edu.tex", GameFileLocs.GUI); educationBallBtn = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_icon_hospital.tex", GameFileLocs.GUI); healthBallBtn = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_send_ball.tex", GameFileLocs.GUI); background = UITextureManager.Instance.CreateInstance(fl); backgroundSelected = new Texture[3]; fl = FileSystem.Instance.Locate("nig_send_ball_s1.tex", GameFileLocs.GUI); backgroundSelected[0] = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_send_ball_s2.tex", GameFileLocs.GUI); backgroundSelected[1] = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_send_ball_s3.tex", GameFileLocs.GUI); backgroundSelected[2] = UITextureManager.Instance.CreateInstance(fl); f8 = GameFontManager.Instance.FRuanEdged8; resBallsCount[0].Type = RBallType.Green; resBallsCount[0].count = 0; resBallsCount[1].Type = RBallType.Education; resBallsCount[1].count = 0; resBallsCount[2].Type = RBallType.Health; resBallsCount[2].count = 0; }
public CitySelectInfo(Code2015 game, Game parent, GameScene scene, GameState gamelogic) { this.scene = scene; this.renderSys = game.RenderSystem; this.player = parent.HumanPlayer; this.gameLogic = gamelogic; this.parent = parent; this.game = game; FileLocation fl = FileSystem.Instance.Locate("nig_status_bk.tex", GameFileLocs.GUI); statusBackground = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_status_enemyCity.tex", GameFileLocs.GUI); statusEnemyBackground = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_status_hp_group.tex", GameFileLocs.GUI); statusHPBackground = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_status_exp_bk.tex", GameFileLocs.GUI); statusExpBackground = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_status_hp.tex", GameFileLocs.GUI); statusHPTex = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_status_exp.tex", GameFileLocs.GUI); statusExpTex = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_exp_buff.tex", GameFileLocs.GUI); statusExpBuffTex = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_hp_buff.tex", GameFileLocs.GUI); statusHPBufferTex = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_expdown_buff.tex", GameFileLocs.GUI); statusExpdownBuff = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_city_hp_group.tex", GameFileLocs.GUI); onCityHPBackground = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_city_hp.tex", GameFileLocs.GUI); onCityHPTex = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_city_hp_bk.tex", GameFileLocs.GUI); onCityHPBase = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_icon_green.tex", GameFileLocs.GUI); greenBallTex = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_icon_edu.tex", GameFileLocs.GUI); educationBallTex = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_icon_hospital.tex", GameFileLocs.GUI); healthBallTex = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_status_city_produceprg.tex", GameFileLocs.GUI); statusProducePrgTex = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_max_balls.tex", GameFileLocs.GUI); statusMaxBalls = UITextureManager.Instance.CreateInstance(fl); resBallsCount[0].Type = RBallType.Green; resBallsCount[0].count = 0; resBallsCount[1].Type = RBallType.Education; resBallsCount[1].count = 0; resBallsCount[2].Type = RBallType.Health; resBallsCount[2].count = 0; f8 = GameFontManager.Instance.FRuanEdged8; f6 = GameFontManager.Instance.FRuanEdged6; }
public void Dispose() { if (!Disposed) { ingameUI.Dispose(); ingameUI = null; scene = null; soundWorld = null; gameState = null; Disposed = true; } else { throw new ObjectDisposedException(ToString()); } }
public Game(Code2015 game, GameCreationParameters gcp) { this.game = game; this.renderSys = game.RenderSystem; this.parameters = gcp; this.soundWorld = new SoundObjectWorld(); gameState = new GameState(GetLocalPlayers(gcp)); BattleField field = gameState.Field; // 初始化场景 this.scene = new GameScene(renderSys); field.ResourceBallChanged += Field_ResourceBallChanged; for (int i = 0; i < field.CityCount; i++) { City city = field.Cities[i]; city.InitalizeGraphics(renderSys); city.CityVisible += scene.City_Visible; GatherCity gaCity = city as GatherCity; if (gaCity != null) { gaCity.Harvester.InitializeGraphics(renderSys); scene.Scene.AddObjectToScene(gaCity.Harvester); } scene.Scene.AddObjectToScene(city); } field.Fog.InitailizeGraphics(renderSys); AddResources(field); AddScenery(field); gameState.InitialStandards(); { HumanPlayer = gameState.LocalHumanPlayer; City hstart = HumanPlayer.Area.RootCity; this.scene.Camera.Longitude = MathEx.Degree2Radian(hstart.Longitude); this.scene.Camera.Latitude = MathEx.Degree2Radian(hstart.Latitude); } this.ingameUI = new InGameUI(game, this, scene, gameState); }
public InGameUI(Code2015 game, Game parent, GameScene scene, GameState gamelogic) { this.parent = parent; this.logic = gamelogic; this.game = game; this.renderSys = game.RenderSystem; this.scene = scene; this.player = parent.HumanPlayer; picker = new Picker(game, parent, scene, gamelogic); AddElement(picker); //this.infoUI = new InfoUI(game, parent, scene, gamelogic); //AddElement(infoUI); this.miniMap = new MiniMap(game, parent, scene, gamelogic); AddElement(miniMap); //-----Ruan----------- cityStatusInfo = new CitySelectInfo(game, parent, scene, gamelogic); AddElement(cityStatusInfo); objectStatusInfo = new ObjectSelectInfo(game, parent, scene, gamelogic); AddElement(objectStatusInfo); sendBallSelect = new RBallTypeSelect(game, parent, scene, gamelogic); AddElement(sendBallSelect); nigMenu = new NIGMenu(game, parent, scene, gamelogic); AddElement(nigMenu); nigColor = new NIGColor(game, parent, scene, gamelogic); AddElement(nigColor); nigWin = new NIGWin(game, parent, scene, gamelogic); AddElement(nigWin); nigFail = new NIGFail(game, parent, scene, gamelogic); AddElement(nigFail); nigObjective = new NIGObjective(game, parent, scene, gamelogic); AddElement(nigObjective); nigColor = new NIGColor(game, parent, scene, gamelogic); AddElement(nigColor); rankInfo = new RankInfo(game, parent, scene, gamelogic); AddElement(rankInfo); selectionMarker = new SelectionMarker(renderSys, gamelogic.Field, player); scene.Scene.AddObjectToScene(selectionMarker); layeredCursor = new Cursor(game, parent, scene, gamelogic, picker, cityStatusInfo, objectStatusInfo, sendBallSelect, miniMap, selectionMarker, rankInfo); AddElement(layeredCursor); exit = new ExitGame(game, parent, scene, gamelogic, nigMenu); AddElement(exit); quest = new Quest(game, parent, scene, gamelogic); AddElement(quest); }
public Cursor(Code2015 game, Game parent, GameScene scene, GameState gamelogic, Picker picker, CitySelectInfo citySelectInfo, ObjectSelectInfo objSelectInfo, RBallTypeSelect sendBallSelect, MiniMap map, SelectionMarker marker, RankInfo rankInfo) { this.parent = parent; this.logic = gamelogic; this.player = gamelogic.LocalHumanPlayer; this.rankInfo = rankInfo; this.game = game; this.renderSys = game.RenderSystem; this.scene = scene; this.picker = picker; this.selectionMarker = marker; this.citySelectInfo = citySelectInfo; this.objSelectInfo = objSelectInfo; this.sendBallSelect = sendBallSelect; this.miniMap = map; FileLocation fl = FileSystem.Instance.Locate("cursor.tex", GameFileLocs.GUI); cursor = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("cursor_u.tex", GameFileLocs.GUI); cursor_up = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("cursor_l.tex", GameFileLocs.GUI); cursor_left = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("cursor_d.tex", GameFileLocs.GUI); cursor_down = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("cursor_r.tex", GameFileLocs.GUI); cursor_right = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("cursor_lu.tex", GameFileLocs.GUI); cursor_ul = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("cursor_ru.tex", GameFileLocs.GUI); cursor_ur = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("cursor_ld.tex", GameFileLocs.GUI); cursor_dl = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("cursor_rd.tex", GameFileLocs.GUI); cursor_dr = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("cursor_move.tex", GameFileLocs.GUI); cursor_move = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("cursor_stop.tex", GameFileLocs.GUI); cursor_stop = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("cursor_toofar.tex", GameFileLocs.GUI); cursor_toofar = UITextureManager.Instance.CreateInstance(fl); cursor_sel = new Texture[11]; for (int i = 0; i < cursor_sel.Length; i++) { fl = FileSystem.Instance.Locate("selcursor" + (i + 13).ToString("D2") + ".tex", GameFileLocs.GUI); cursor_sel[i] = UITextureManager.Instance.CreateInstance(fl); } cursor_attack = new Texture[11]; for (int i = 0; i < cursor_attack.Length; i++) { fl = FileSystem.Instance.Locate("selcursor" + (i + 1).ToString("D2") + ".tex", GameFileLocs.GUI); cursor_attack[i] = UITextureManager.Instance.CreateInstance(fl); } cursorState = MouseCursor.Normal; }
public Picker(Code2015 game, Game parent, GameScene scene, GameState gamelogic) { this.parent = parent; this.game = game; this.renderSys = game.RenderSystem; this.scene = scene; this.logic = gamelogic; this.camera = scene.Camera; }
public ObjectSelectInfo(Code2015 game, Game parent, GameScene scene, GameState gamelogic) { this.scene = scene; this.renderSys = game.RenderSystem; this.player = parent.HumanPlayer; this.gameLogic = gamelogic; this.parent = parent; this.game = game; #region Harv FileLocation fl = FileSystem.Instance.Locate("nig_status_harv_bk.tex", GameFileLocs.GUI); statusHarvBackground = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_status_harv_hpbar_edge.tex", GameFileLocs.GUI); statusHPBarBarEdge = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_status_harv_hpbar_value.tex", GameFileLocs.GUI); statusHPBarBarValue = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_status_harv_stbar_edge.tex", GameFileLocs.GUI); statusSTBarBarEdge = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_status_harv_stbar_value.tex", GameFileLocs.GUI); statusSTBarBarValue = UITextureManager.Instance.CreateInstance(fl); #endregion fl = FileSystem.Instance.Locate("nig_status_empty.tex", GameFileLocs.GUI); statusEmptyBackground = UITextureManager.Instance.CreateInstance(fl); #region Green fl = FileSystem.Instance.Locate("nig_status_green_bk.tex", GameFileLocs.GUI); statusGreenBackground = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_status_green_bar_edge.tex", GameFileLocs.GUI); statusGreenBarEdge = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_status_green_bar_value.tex", GameFileLocs.GUI); statusGreenBarValue = UITextureManager.Instance.CreateInstance(fl); #endregion #region Oil fl = FileSystem.Instance.Locate("nig_status_oil_bk.tex", GameFileLocs.GUI); statusOilBackground = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_status_oil_bar_edge.tex", GameFileLocs.GUI); statusOilBarEdge = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_status_oil_bar_value.tex", GameFileLocs.GUI); statusOilBarValue = UITextureManager.Instance.CreateInstance(fl); #endregion fl = FileSystem.Instance.Locate("nig_harv_hp_edge.tex", GameFileLocs.GUI); harvHPBorader = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_harv_hp_value.tex", GameFileLocs.GUI); harvHPValue = UITextureManager.Instance.CreateInstance(fl); fl = FileSystem.Instance.Locate("nig_harv_hp_bg.tex", GameFileLocs.GUI); harvHPBarBackground = UITextureManager.Instance.CreateInstance(fl); f8 = GameFontManager.Instance.FRuanEdged8; f6 = GameFontManager.Instance.FRuanEdged6; }