reloadNonSerializedAssets() public method

public reloadNonSerializedAssets ( ) : void
return void
        public bool LoadWorld(string worldpath)
        {
            ScrollingWorld world;

            if (worldpath!=null)
            {
                //world = Serializer.DeSerialize(worldpath);
                world = new ScrollingWorld(worldpath, true);
                cwname = worldpath;
            }
            else
            {
                return false;
            }

            if (world != null)
            {
                //this.world = world;
                currentWorld = world;
                //world.LoadContent(Content);
                currentWorld.reloadNonSerializedAssets();

                //Bug: When reloading a game, player starts at last known rotation, but kicking
                //box is always redrawn from initial rotaion. (So kicking box is offset)
                //Solution: Always create a new player, only transferring state. (No one will notice/care)
                //****//
                //world.player.Rotation = world.player.OriginalRotation;
                return true;
            }

            return false;
        }
        public bool NewWorld()
        {
            // new game deletes the autosave
            if (File.Exists(GetCurrDir() + Constants.SAVED_GAME_FILENAME))
            {
                File.Delete(GetCurrDir() + "\\" + Constants.SAVED_GAME_FILENAME);
            }
            // either way, start a new saved game
            savedgame = new SavedGame();
            savedgame.disabledOptions.AddRange(new List<int> { 1, 2, 3 });

            //string currdir = (Directory.GetCurrentDirectory()).Replace("bin\\x86\\Debug", "Content").Replace("bin\\x86\\Release", "Content").Replace("\\Worlds", "");
            cwname = GetCurrDir() + "\\Levels\\" + Constants.NEW_GAME_NAME;
            ScrollingWorld world = new ScrollingWorld(cwname, true);

            if (world != null)
            {
                //this.world = world;
                currentWorld = world;
                //world.LoadContent(Content);
                currentWorld.reloadNonSerializedAssets();
                return true;
            }
            return false;
        }
        public bool LoadWorld()
        {
            ScrollingWorld world;

            //First, choose the file we want to load. This is slightly magic.
            Forms.OpenFileDialog dialog = new Forms.OpenFileDialog();
            dialog.Filter =
               "World Files | *.world";
            dialog.InitialDirectory = ".";
            dialog.Title = "Select a world file.";

            Forms.DialogResult result = dialog.ShowDialog();

            //If the result was ok, load the resultant file into world and return it. Otherwise,
            //return null.
            if (result == Forms.DialogResult.OK)
            {
                //world = Serializer.DeSerialize(dialog.FileName);
                world = new ScrollingWorld(dialog.FileName, true);
                cwname = dialog.FileName;
            }
            else
            {
                return false;
            }

            if (world != null)
            {
                //this.world = world;
                currentWorld = world;
                //world.LoadContent(Content);
                currentWorld.reloadNonSerializedAssets();

                //Bug: When reloading a game, player starts at last known rotation, but kicking
                //box is always redrawn from initial rotaion. (So kicking box is offset)
                //Solution: Always create a new player, only transferring state. (No one will notice/care)
                //****//
                //world.player.Rotation = world.player.OriginalRotation;
                return true;
            }

            return false;
        }