public override void OnEnter() { var flag = true; foreach (var current in SkillSystem.SkillArray) { if (current.CurrentLevel < 1) { flag = false; break; } } if (flag) { GameUtil.UnlockAchievement("FEAR_OF_DECISIONS"); } if (Game.PlayerStats.CurrentLevel >= 50) { GameUtil.UnlockAchievement("FEAR_OF_WEALTH"); } m_lockControls = false; m_manor.GetChildAt(23).Visible = true; m_manor.GetChildAt(23).Opacity = 1f; Camera.Position = new Vector2(660f, 360f); var skillArray = SkillSystem.GetSkillArray(); for (var i = 0; i < skillArray.Length; i++) { if (skillArray[i].CurrentLevel > 0) { SetVisible(skillArray[i], false); } } if (!SoundManager.IsMusicPlaying) { SoundManager.PlayMusic("SkillTreeSong", true, 1f); } var skill = SkillSystem.GetSkill((int)m_selectedTraitIndex.X, (int)m_selectedTraitIndex.Y); m_selectionIcon.Position = SkillSystem.GetSkillPosition(skill); UpdateDescriptionPlate(skill); m_dialoguePlate.Visible = true; m_confirmText.Text = "[Input:" + 0 + "] to purchase/upgrade skill"; m_toggleIconsText.Text = "[Input:" + 9 + "] to toggle icons off"; m_continueText.Text = "[Input:" + 2 + "] to exit the manor"; if (InputManager.GamePadIsConnected(PlayerIndex.One)) { m_navigationText.Text = "[Button:LeftStick] to navigate skills"; } else { m_navigationText.Text = "Arrow keys to navigate skills"; } SkillSystem.UpdateAllTraitSprites(); base.OnEnter(); }
public override void Draw(GameTime gameTime) { m_cloud1.Y = (m_cloud2.Y = (m_cloud3.Y = (m_cloud4.Y = (m_cloud5.Y = Camera.TopLeftCorner.Y * 0.2f)))); m_bg.Y = Camera.TopLeftCorner.Y * 0.2f; Camera.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, null, null, null, Camera.GetTransformation()); m_bg.Draw(Camera); m_cloud1.Draw(Camera); m_cloud2.Draw(Camera); m_cloud3.Draw(Camera); m_cloud4.Draw(Camera); m_cloud5.Draw(Camera); Camera.GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp; m_manor.Draw(Camera); m_impactEffectPool.Draw(Camera); Camera.GraphicsDevice.SamplerStates[0] = SamplerState.LinearClamp; m_selectionIcon.Draw(Camera); var skillArray = SkillSystem.GetSkillArray(); for (var i = 0; i < skillArray.Length; i++) { var skillObj = skillArray[i]; if (skillObj.TraitType != SkillType.Filler && skillObj.TraitType != SkillType.Null && skillObj.Visible) { skillObj.Draw(Camera); } } Camera.End(); Camera.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, null, null); m_dialoguePlate.Draw(Camera); m_continueText.Draw(Camera); m_toggleIconsText.Draw(Camera); m_confirmText.Draw(Camera); m_navigationText.Draw(Camera); m_playerMoney.Draw(Camera); Camera.GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp; m_descriptionDivider.Draw(Camera); m_coinIcon.Draw(Camera); Camera.End(); base.Draw(gameTime); }