public override void EnterState() { // Initialize Inn container currentInn = new Inn("Prancing Pony"); Controller.SetCurrentInn(currentInn); // Initialize gameplay states gamePlayStates = new Dictionary <string, GamePlayState>(); gamePlayStates.Add("Inspect", new InspectPlayState(this)); gamePlayStates.Add("Build", new BuildPlayState(this)); // Initialize UI playStateUI = new PlayStateUI(this); playStateUI.SetCurrentInn(currentInn); playStateUI.InitializeUIText(); currentState = gamePlayStates["Inspect"]; // Set Background and UI entities entities.Add(new ImageEntity(Controller.TexManager.GetTexture("Background"), new Vector2((Controller.ScreenWidth - Controller.TexManager.GetTexture("Background").Width) / 2, 0), Color.White)); // Create a texture for the grid lines texture1px = new Texture2D(Controller.GDevice.GraphicsDevice, 1, 1); texture1px.SetData(new Color[] { Color.White }); hammerIcon = Controller.EntFactory.CreateIcon(GameVariables.IconTypes.BUILD, EnterBuildState); entities.Add(hammerIcon); innUpdateTimeRemaining = GameVariables.UpdateInnTimeInSeconds; Ready = true; base.EnterState(); }
public void SetCurrentInn(Inn inn) { this.currentInn = inn; }
public void SetCurrentInn(Inn inn) { CurrentInn = inn; }