/// <summary> /// Adds all our UI for our weapon description /// </summary> public override void AddInitialUI() { base.AddInitialUI(); DebugUtils.AssertNotNull(Weapon); DebugUtils.AssertNotNull(Weapon.WeaponData); WeaponImage = AddObject(new Image(new Vector2(300, 300), Vector2.Zero, Weapon.WeaponData.TextureAsset)) as Image; WeaponImage.Name = "Weapon Image"; WeaponImage.UsesCollider = false; WeaponNameLabel = AddObject(new Label(Weapon.WeaponData.DisplayName, Vector2.Zero)) as Label; WeaponNameLabel.Name = "Weapon Name"; BulletImages = new Image[Weapon.WeaponData.MagazineSize]; for (int i = 0; i < Weapon.WeaponData.MagazineSize; i++) { // Fixup position later BulletImages[i] = AddObject(new Image(Vector2.Zero, Weapon.WeaponData.BulletThumbnailTextureAsset)) as Image; BulletImages[i].UsesCollider = false; } // Fixup position later ReloadingLabel = AddObject(new FlashingLabel(1.5f, "RELOADING", Vector2.Zero)) as FlashingLabel; ReloadingLabel.Colour = Color.Red; ReloadingLabel.Hide(); }
public FlashingTextCommand(string text, Vector2 localPosition, Color labelColour, bool shouldPauseGame = false, float lifeTime = float.MaxValue) : base(shouldPauseGame, lifeTime) { // Create and add to our parent screen here Label = ParentScreen.AddScreenUIObject(new FlashingLabel(text, localPosition), true, true); Label.Colour = labelColour; }