public GameHandler(Manager manager, Network network, GameMain game, ContentManager content, GraphicsDeviceManager graphics, SpriteBatch spriteBatch, GameModelBank modelBank, GameItemBank itemBank, Dictionary <short, GameClassConfig> classConfigs, GameCamera camera, AudioSystem audioSystem, ParticlePreset particleManager) { this.manager = manager; this.game = game; this.content = content; this.graphics = graphics; this.spriteBatch = spriteBatch; // Bank & Config this.modelBank = modelBank; this.itemBank = itemBank; this.classConfigs = classConfigs; // System handler this.camera = camera; this.network = network; // Entities this.monstersEntity = new Dictionary <String, UnitEntity>(); this.npcsEntity = new Dictionary <String, UnitEntity>(); this.playersEntity = new Dictionary <String, UnitEntity>(); this.warpsEntity = new Dictionary <String, WarpEntity>(); this.itemsEntity = new Dictionary <String, ItemEntity>(); this.playerEntity = null; // Effects this.audioSystem = audioSystem; this.particleManager = particleManager; // Load font entityNameFont = content.Load <SpriteFont>("Fonts/EntityName"); entityDamageFont = content.Load <SpriteFont>("Fonts/EntityDamage"); // White rect whiteRect = new Texture2D(graphics.GraphicsDevice, 1, 1); whiteRect.SetData(new[] { Color.White }); }
/// <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); // Main Background mainBackground = Content.Load <Texture2D>("mainbg"); // Loading Background loadingBackground = Content.Load <Texture2D>("loadingbg"); // TODO: use this.Content to load your game content here // Initializing model bank which using for storing model file path modelBank = new GameModelBank(Content); // Initializing item bank which using for storing item data path itemBank = new GameItemBank(Content); // Load all model path here. Dictionary <short, GameModelConfig> modellist = config.getModelList(); foreach (short id in modellist.Keys) { modelBank.Load(id, modellist[id]); // Cache GameModelNode cache = new GameModelNode(Content, modelBank); cache.Load(modelBank.getModelPath(id)); } Dictionary <int, GameItemConfig> itemlist = config.getItemList(); foreach (short id in itemlist.Keys) { itemBank.Load(id, itemlist[id]); } // Load all map Dictionary <short, GameMapConfig> maplist = config.getMapList(); foreach (short id in maplist.Keys) { mapEntities.Add(id, new MapEntity(id, maplist[id], Content)); } // Server configuration serverConfig = config.getServerList()[0]; // Initializing game camera gameCamera = new GameCamera(graphics); // Particle system particle = new ParticlePreset(this, graphics, gameCamera); particle.LoadContent(); // Game Event handler object gameHandler = new GameHandler(manager, network, this, Content, graphics, spriteBatch, modelBank, itemBank, classConfigs, gameCamera, audioSystem, particle); // Shadow map //shadow.LoadContent(spriteBatch, gameCamera); // Bloom post process bloom.Settings = BloomSettings.PresetSettings[0]; // Way to go Effect wayToGoEffect = new GameModel(Content); wayToGoEffect.Load("waytogo"); //Debug.WriteLine("LoadedContent"); }
public UnitEntity(int id, String name, GameClassConfig classcfg, int modelHair, int modelFace, int maxHP, int maxSP, GameMain game, ContentManager content, GraphicsDeviceManager graphics, SpriteBatch spriteBatch, SpriteFont charNameFont, SpriteFont charDamageFont, Texture2D whiteRect, GameModelBank modelBank, GameItemBank itemBank, AudioSystem audioSystem, ParticlePreset particleManager) { this.id = id; name = name.Replace("'58'", ":"); name = name.Replace("'59'", ";"); name = name.Replace("'32'", " "); name = name.Replace("'39'", "'"); this.name = name; this.game = game; this.content = content; this.graphics = graphics; this.spriteBatch = spriteBatch; this.classcfg = classcfg; this.modelBank = modelBank; this.itemBank = itemBank; this.charNameFont = charNameFont; this.charDamageFont = charDamageFont; this.whiteRect = whiteRect; short modelKey = classcfg.modelID; model = new GameModelNode(content, modelBank); model.Load(modelKey); model.Rotation = modelBank.getModelRotation(modelKey); model.Position = modelBank.getModelPosition(modelKey); model.Scale = modelBank.getModelScale(modelKey); model.playClip((short)state, true); this.maxHP = this.curHP = maxHP; this.maxSP = this.curSP = maxSP; this.audioEmitter = new AudioEmitter(); this.audioSystem = audioSystem; this.particleManager = particleManager; for (int i = 0; i < listDamageSize; ++i) { listDamageValue[i] = -1; listDamageTime[i] = -1; } }