/// <summary> /// The constructor is private: loading screens should /// be activated via the static Load method instead. /// </summary> private LoadingScreen( ScreenManager screenManager, bool loadingIsSlow, params GameScreen[] screensToLoad) { this.loadingIsSlow = loadingIsSlow; this.screensToLoad = screensToLoad; TransitionOnTime = TimeSpan.FromSeconds(0.5); }
/// <summary> /// Activates the loading screen. /// </summary> public static void Load( ScreenManager screenManager, bool loadingIsSlow, PlayerIndex? controllingPlayer, params GameScreen[] screensToLoad) { //Tell all the screens to transition off. foreach (GameScreen screen in screenManager.GetScreens()) screen.ExitScreen(); //Create and activate the loading screen. LoadingScreen loadingScreen = new LoadingScreen( screenManager, loadingIsSlow, screensToLoad); screenManager.AddScreen(loadingScreen, controllingPlayer); }
/// <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() { #if WINDOWS this.IsMouseVisible = true; #endif screenManager = new ScreenManager(this); ScreenHelper.Initialize(graphics, GraphicsDevice); ConvertUnits.SetDisplayUnitToSimUnitRatio(24f); Components.Add(screenManager); base.Initialize(); }