void CustomInitialize() { if (!ShapeManager.VisibleCircles.Contains(FileScreen.ShapeCollectionFile.Circles[0])) { throw new Exception("Static files that are part of Screens should be added to managers, but they're not."); } if (GetFile("ShapeCollectionFile") != ShapeCollectionFile) { throw new Exception("GetFile is not properly returning file references"); } // We're going to grab content from here without actually calling LoadStaticContent FileReferencingEntity.ContentManagerName = this.ContentManagerName; Scene scene = FileReferencingEntity.SceneLoadedOnlyWhenReferenced; this.CurrentSceneFileSettingCategoryState = SceneFileSettingCategory.SetSceneFile1; if (this.SceneInstanceThatIsAssigned != SceneFile1) { throw new Exception("State assignment isn't working properly"); } if (SpriteManager.AutomaticallyUpdatedSprites.Contains(this.SceneInstanceThatIsAssigned.Sprites[0]) == false) { throw new Exception("Setting a SourceFile does not seem to be calling AddToManagers"); } if (SpriteManager.AutomaticallyUpdatedSprites.Contains(NotAddedToManagers.Sprites[0])) { throw new Exception("The NotAddedToManagers Sprite is being added to the engine, and it shouldn't be"); } // Some platforms (like Android) lazy-load instead of async load content in GlobalContent if // GlobalContnt is set to load async. // Therefore, let's force access on some files: var bearFromContent = GlobalContent.BearContentPipeline; // let's test loading .achx files using the manual .achx parser. This allows PC to act the same // as iOS/Android: var old = AnimationChainListSave.ManualDeserialization; AnimationChainListSave.ManualDeserialization = true; const string tempContentManager = "TempContentManager"; var animationEntity = new Entities.AnimationChainEntity(tempContentManager); if (animationEntity.SpriteObjectAnimationChains.Count == 0) { throw new Exception("Animation chains are not loading properly through manaul XML deserialization"); } animationEntity.Destroy(); FlatRedBallServices.Unload(tempContentManager); AnimationChainListSave.ManualDeserialization = old; }
void CustomInitialize() { if (!ShapeManager.VisibleCircles.Contains(FileScreen.ShapeCollectionFile.Circles[0])) { throw new Exception("Static files that are part of Screens should be added to managers, but they're not."); } if (GetFile("ShapeCollectionFile") != ShapeCollectionFile) { throw new Exception("GetFile is not properly returning file references"); } // We're going to grab content from here without actually calling LoadStaticContent FileReferencingEntity.ContentManagerName = this.ContentManagerName; Scene scene = FileReferencingEntity.SceneLoadedOnlyWhenReferenced; this.CurrentSceneFileSettingCategoryState = SceneFileSettingCategory.SetSceneFile1; if (this.SceneInstanceThatIsAssigned != SceneFile1) { throw new Exception("State assignment isn't working properly"); } if (SpriteManager.AutomaticallyUpdatedSprites.Contains(this.SceneInstanceThatIsAssigned.Sprites[0]) == false) { throw new Exception("Setting a SourceFile does not seem to be calling AddToManagers"); } if (SpriteManager.AutomaticallyUpdatedSprites.Contains(NotAddedToManagers.Sprites[0])) { throw new Exception("The NotAddedToManagers Sprite is being added to the engine, and it shouldn't be"); } // Some platforms (like Android) lazy-load instead of async load content in GlobalContent if // GlobalContnt is set to load async. // Therefore, let's force access on some files: var bearFromContent = GlobalContent.BearContentPipeline; // let's test loading .achx files using the manual .achx parser. This allows PC to act the same // as iOS/Android: var old = AnimationChainListSave.ManualDeserialization; AnimationChainListSave.ManualDeserialization = true; const string tempContentManager = "TempContentManager"; var animationEntity = new Entities.AnimationChainEntity(tempContentManager); if(animationEntity.SpriteObjectAnimationChains.Count == 0) { throw new Exception("Animation chains are not loading properly through manaul XML deserialization"); } animationEntity.Destroy(); FlatRedBallServices.Unload(tempContentManager); AnimationChainListSave.ManualDeserialization = old; }