/// <summary> /// Initialize Scenemap - Automatically called when Scene Object is created /// </summary> public override void LoadSceneContent() { InGame.Tags = new Tags(); spriteset = new SpritesetMap(); messageWindow = new WindowMessage(); // Pass to Game_system for reference InGame.Temp.MessageWindow = messageWindow; Graphics.Transition(60); InGame.Map.Update(); if (Graphics.SplashTexture != null) Graphics.SplashTexture.Dispose(); //InitializeDebug(new int[2]{2,3}); }
/// <summary> /// Main Processing : Window Initialization /// </summary> void InitializeWindow() { // Make actor command window List<string> Commandlist = new List<string>(); Commandlist.Add(Data.System.Wordings.Attack); Commandlist.Add(Data.System.Wordings.Skill); Commandlist.Add(Data.System.Wordings.Guard); Commandlist.Add(Data.System.Wordings.Item); actorCommandWindow = new WindowCommand(160, Commandlist); actorCommandWindow.Y = GeexEdit.GameWindowHeight - 320; actorCommandWindow.BackOpacity = 160; actorCommandWindow.IsActive = false; actorCommandWindow.IsVisible = false; // Make other windows partyCommandWindow = new WindowPartyCommand(); helpWindow = new WindowHelp(); helpWindow.BackOpacity = 160; helpWindow.IsVisible = false; statusWindow = new WindowBattleStatus(); messageWindow = new WindowMessage(); }