/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { Renderer.UseRenderTargets = false; FlatRedBallServices.InitializeFlatRedBall(this, graphics); this.IsFixedTimeStep = false; mFormMethods = new EditorObjects.FormMethods(); EditorData.Initialize(); LightManager.AddAmbientLight(Color.White); GuiData.Initialize(); IsMouseVisible = true; // Uncomment the following line and add your Screen's fully qualified name // if using Screens in your project. If not, or if you don't know what it means, // just ignore the following line for now. // For more information on Screens see the Screens wiki article on FlatRedBall.com. //Screens.ScreenManager.Start(typeof(AIEditor.Screens.TestScreen).FullName); foreach (string s in Environment.GetCommandLineArgs()) { ProcessCommandLineArgument(s); } base.Initialize(); }
protected override void Initialize() { Renderer.UseRenderTargets = false; FlatRedBallServices.InitializeFlatRedBall(this, graphics); LightManager.AddAmbientLight(Color.White); IsMouseVisible = true; GuiManager.IsUIEnabled = true; FormMethods methods = new FormMethods(); SpriteManager.Camera.CameraModelCullMode = FlatRedBall.Graphics.CameraModelCullMode.None; methods.AllowFileDrop(EditorData.HandleDragDrop); EditorData.Initialize(); GuiData.Initialize(); ProcessCommandLineArguments(); base.Initialize(); }