public MSMDGProgressBar(Rectangle bounding_rectangle, SpriteBatch sprite_batch, Game game, Texture2D border_texture, Texture2D fill_texture, Texture2D full_texture, Texture2D pamatong, MSProgressBar.Orientation orientation) : base(bounding_rectangle, sprite_batch, game) { this.borderTexture = border_texture; this.fillTexture = fill_texture; this.fullTexture = full_texture; this.pamatong = pamatong; this.orientation = orientation; Progress = 0; }
public MSChangeableBuilding(String model, String texture, String effect, Vector3 position, float rotation, int row, int column, int height) : base(model, texture, effect, position, rotation, row, column, height) { futureSelf = null; buildTime = 1; timeCount = 0; Texture2D borderTexture = MoodSwing.GetInstance().Content.Load<Texture2D>("BorderTexture"); Texture2D loadingTexture = MoodSwing.GetInstance().Content.Load<Texture2D>("LoadingTexture"); progressBar = new MSProgressBar(new Rectangle((int)Position.X, (int)Position.Y, 50, 10), MoodSwing.GetInstance().SpriteBatch, MoodSwing.GetInstance(), borderTexture, loadingTexture, null, MSProgressBar.Orientation.HORIZONTAL); State = MSChangeableBuildingState.IDLE; }