Пример #1
0
 public void FillFields(BasicDrone c)
 {
     laser_color.SetOptions();
     laser_color.SetValue(basicDrone.laser_color);
     nameCreator.SetValue(c.name);
     basicDrone.state = GetComponentInParent <DroneUI>().state;
 }
Пример #2
0
        /// <summary>
        /// Load graphics content for the game.
        /// </summary>
        public override void LoadContent(ContentManager content)
        {
            this.spriteBatch = ScreenManager.SpriteBatch;

            this.background = content.Load <Texture2D>(Path.Combine(MainGame.CONTENT_SUBFOLDER, "Field"));

            Texture2D playerTexture = content.Load <Texture2D>(Path.Combine(MainGame.CONTENT_SUBFOLDER, "smiley_sprite"));
            Texture2D bulletTexture = content.Load <Texture2D>(Path.Combine(MainGame.CONTENT_SUBFOLDER, "mvBCX1"));

            this.gameObjects.Add(new Smily(playerTexture, new Point(900, 500), new Gun(bulletTexture), PlayerIndex.One));

            Texture2D towerTexture = content.Load <Texture2D>(Path.Combine(MainGame.CONTENT_SUBFOLDER, "cube"));

            this.gameObjects.Add(new Home(towerTexture, new Point(550, 450)));

            BasicDrone.LoadTexture(content.Load <Texture2D>(Path.Combine(MainGame.CONTENT_SUBFOLDER, "Data-Matrix-Code")));

            if (camera == null)
            {
                camera = new Camera(2.0f, ScreenManager.GraphicsDevice.Viewport.Width,
                                    ScreenManager.GraphicsDevice.Viewport.Height, 4, 5);
            }
            camera.mapWidthInpx  = ScreenManager.GraphicsDevice.Viewport.Width;
            camera.mapHeightInpx = ScreenManager.GraphicsDevice.Viewport.Height;

            // once the load has finished, we use ResetElapsedTime to tell the game's
            // timing mechanism that we have just finished a very long frame, and that
            // it should not try to catch up.
            ScreenManager.Game.ResetElapsedTime();
        }
Пример #3
0
 private void Start()
 {
     uiElements                   = transform.parent.GetComponent <DroneUI>().uiElements;
     transform.localScale         = new Vector3(1, 1, 1);
     basicDrone                   = FromComponent(transform.parent.GetComponent <DroneUI>().realDrone);
     laser_color.uiElements       = uiElements;
     laser_color.saveCurrentValue = (c => basicDrone.laser_color = c);
     nameCreator.saveCurrentValue = (c => basicDrone.name = c);
     FillFields(basicDrone);
 }