Пример #1
0
 protected override void OnDestroy()
 {
     ContentHolder.Deinit();
     SaveDataHandler.ResetCache();
     MainActivity.Game = null;
     base.OnDestroy();
 }
Пример #2
0
        public static void Init(Game game, Dictionary <AvailableTextures, string> custom_texture_locations = null, Dictionary <AvailableFonts, string> custom_font_locations = null, Dictionary <AvailableMusic, string> custom_music_locations = null, Dictionary <AvailableSounds, string> custom_sound_locations = null)
        {
            ContentHolder.Deinit();

            foreach (AvailableTextures available_texture in Enum.GetValues(typeof(AvailableTextures)))
            {
                string texture_location = "textures/" + available_texture;
                if (custom_texture_locations != null && custom_texture_locations.ContainsKey(available_texture))
                {
                    texture_location = custom_texture_locations[available_texture];
                }

                ContentHolder.Textures.Add(available_texture, game.Content.Load <Texture2D>(texture_location));
            }

            foreach (AvailableFonts available_font in Enum.GetValues(typeof(AvailableFonts)))
            {
                string font_location = "fonts/" + available_font;
                if (custom_font_locations != null && custom_font_locations.ContainsKey(available_font))
                {
                    font_location = custom_font_locations[available_font];
                }

                ContentHolder.Fonts.Add(available_font, game.Content.Load <SpriteFont>(font_location));
            }

            foreach (AvailableMusic available_song in Enum.GetValues(typeof(AvailableMusic)))
            {
                string song_location = "music/" + available_song;
                if (custom_music_locations != null && custom_music_locations.ContainsKey(available_song))
                {
                    song_location = custom_music_locations[available_song];
                }

                Utilities.Try(() => ContentHolder.Songs.Add(available_song, game.Content.Load <Song>(song_location)));
            }

            foreach (AvailableSounds available_sound in Enum.GetValues(typeof(AvailableSounds)))
            {
                string sound_location = "sounds/" + available_sound;
                if (custom_sound_locations != null && custom_sound_locations.ContainsKey(available_sound))
                {
                    sound_location = custom_sound_locations[available_sound];
                }

                Utilities.Try(() => ContentHolder.Sounds.Add(available_sound, game.Content.Load <SoundEffect>(sound_location)));
            }
        }