public override void Load() { ListPresentUnit = PlayerRoster.TeamUnits.GetPresent(); UnitSelectionMenu = new DrawableMenu(DrawMenuItem, ListPresentUnit.Count, 5); sprMapMenuBackground = Content.Load <Texture2D>("Status Screen/Background Black"); sprBarLargeBackground = Content.Load <Texture2D>("Battle/Bars/Large Bar"); sprBarLargeEN = Content.Load <Texture2D>("Battle/Bars/Large Energy"); sprBarLargeHP = Content.Load <Texture2D>("Battle/Bars/Large Health"); sprLand = Content.Load <Texture2D>("Status Screen/Ground"); sprSea = Content.Load <Texture2D>("Status Screen/Sea"); sprSky = Content.Load <Texture2D>("Status Screen/Sky"); sprSpace = Content.Load <Texture2D>("Status Screen/Space"); sndConfirm = new FMODSound(FMODSystem, "Content/SFX/Confirm.mp3"); sndDeny = new FMODSound(FMODSystem, "Content/SFX/Deny.mp3"); sndSelection = new FMODSound(FMODSystem, "Content/SFX/Selection.mp3"); sndCancel = new FMODSound(FMODSystem, "Content/SFX/Cancel.mp3"); fntFinlanderFont = Content.Load <SpriteFont>("Fonts/Finlander Font"); StatusMenu = new StatusMenuScreen(null); StatusMenu.Load(); }
public override void Load() { sndConfirm = new FMODSound(FMODSystem, "Content/SFX/Confirm.mp3"); sndDeny = new FMODSound(FMODSystem, "Content/SFX/Deny.mp3"); sndSelection = new FMODSound(FMODSystem, "Content/SFX/Selection.mp3"); sndCancel = new FMODSound(FMODSystem, "Content/SFX/Cancel.mp3"); #region Init outline shader. fxOutline = Content.Load <Effect>("Shaders/Outline"); Matrix Projection = Matrix.CreateOrthographicOffCenter(0, Constants.Width, Constants.Height, 0, 0, -1f); Matrix HalfPixelOffset = Matrix.CreateTranslation(-0.5f, -0.5f, 0); Matrix projectionMatrix = HalfPixelOffset * Projection; fxOutline.Parameters["World"].SetValue(Matrix.Identity); fxOutline.Parameters["View"].SetValue(Matrix.Identity); fxOutline.Parameters["Projection"].SetValue(projectionMatrix); fxOutline.Parameters["TextureOffset"].SetValue(new Vector2(1, 1)); #endregion #region Fonts fntPhaseNumber = Content.Load <SpriteFont>("Battle/Phase/Number"); fntPhaseNumber.Spacing = -5; fntUnitAttack = Content.Load <SpriteFont>("Fonts/Arial16"); fntArial12 = Content.Load <SpriteFont>("Fonts/Arial12"); fntArial10 = Content.Load <SpriteFont>("Fonts/Arial10"); fntArial9 = Content.Load <SpriteFont>("Fonts/Arial9"); fntNumbers = Content.Load <SpriteFont>("Fonts/VFfont"); fntBattleMenuText = Content.Load <SpriteFont>("Fonts/Battle Menu Text"); fntAccuracyNormal = Content.Load <SpriteFont>("Fonts/Accuracy Normal"); fntAccuracySmall = Content.Load <SpriteFont>("Fonts/Accuracy Small"); fntNonDemoDamage = Content.Load <SpriteFont>("Fonts/Battle Damage"); fntNonDemoDamage.Spacing = -5; fntBattleNumberSmall = Content.Load <SpriteFont>("Fonts/Battle Numbers Small"); fntBattleNumberSmall.Spacing = -3; #endregion StatusMenu = new StatusMenuScreen(this); AttackPicker.Load(); fntFinlanderFont = Content.Load <SpriteFont>("Fonts/Finlander Font"); fxGrayscale = Content.Load <Effect>("Shaders/Grayscale"); sprEllipse = Content.Load <Texture2D>("Ellipse"); sprCursor = Content.Load <Texture2D>("Battle/Reticle"); sprUnitHover = Content.Load <Texture2D>("Units/Unit Hover"); sprPhaseBackground = Content.Load <Texture2D>("Battle/Phase/Background"); sprPhasePlayer = Content.Load <Texture2D>("Battle/Phase/Player"); sprPhaseEnemy = Content.Load <Texture2D>("Battle/Phase/Enemy"); sprPhaseTurn = Content.Load <Texture2D>("Battle/Phase/Turn"); LoadMapScripts(); LoadEffects(); LoadAutomaticSkillActivation(); LoadManualSkillActivation(); LoadSkillRequirements(); LoadScripts(); LoadUnits(); sprCursorTerrainSelection = Content.Load <Texture2D>("Battle/Cursor/Terrain Selection"); #region Bars sprBarSmallBackground = Content.Load <Texture2D>("Battle/Bars/Small Bar"); sprBarSmallEN = Content.Load <Texture2D>("Battle/Bars/Small Energy"); sprBarSmallHP = Content.Load <Texture2D>("Battle/Bars/Small Health"); sprBarLargeBackground = Content.Load <Texture2D>("Battle/Bars/Large Bar"); sprBarLargeEN = Content.Load <Texture2D>("Battle/Bars/Large Energy"); sprBarLargeHP = Content.Load <Texture2D>("Battle/Bars/Large Health"); sprBarExtraLargeBackground = Content.Load <Texture2D>("Battle/Bars/Extra Long Bar"); sprBarExtraLargeEN = Content.Load <Texture2D>("Battle/Bars/Extra Long Energy"); sprBarExtraLargeHP = Content.Load <Texture2D>("Battle/Bars/Extra Long Health"); #endregion }