public void Init() { _map = Resources.Load <GameObject>("Model/Envioronment/BossMap"); _nodePrefab = Resources.Load <Node>("Model/Envioronment/TileNode"); //_player = FindObjectOfType<Player>(); //_player.Init(); _boss = FindObjectOfType <BossTest>(); _cameraController = FindObjectOfType <CameraController>(); _cameraController.Init(); _nodeParent = Helper.Find <Transform>(transform, "NodeParent"); _animator = GetComponent <Animator>(); CreateNode(); }
/// <summary> /// Load graphics content for the game. /// </summary> public override void LoadContent() { if (_content == null) { _content = new ContentManager(ScreenManager.Game.Services, "Content"); } _gameFont = _content.Load <SpriteFont>("Downlink"); //Load Ship _mShipTexture = _content.Load <Texture2D>("ship-1"); //Default Ship State Texture _shipBodySourceRectangle = new Rectangle(96, 0, 48, 56); _mPlayerShipSprite = new PlayerShip(); _mProjectileSprite = new Projectile(); _mPlayerShipSprite.Scale = 1.0f; _mPlayerShipSprite.Source = _shipBodySourceRectangle; _mBossTestSprite = new BossTest(); _mProjectileSprite.LoadContent(_content); _mPlayerShipSprite.LoadContent(_content); _mBossTestSprite.LoadContent(_content); //Game Music _gameMusic = _content.Load <SoundEffect>("Rock Garden"); GameMusicInstance = _gameMusic.CreateInstance(); // A real game would probably have more content than this sample, so // it would take longer to load. We simulate that by delaying for a // while, giving you a chance to admire the beautiful loading screen. Thread.Sleep(1000); // 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(); }