//---------------------------------------------------------------------------------------------------------------------------------------------------
//
// Copyright (C)2007 DarkWynter Studios. All rights reserved.
//
//---------------------------------------------------------------------------------------------------------------------------------------------------
// {License Information: Creative Commons}
//---------------------------------------------------------------------------------------------------------------------------------------------------
namespace ElementalGame
{
#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
using System.Xml;
#endregion
public class PropManager
{
public List props = new List(); // A list of all Props in the game world
public static float[] materialDiffuse = { 0.7f, 0.7f, 0.7f, 1.0f }; // Diffuse cofactor
public static float[] materialSpecular = { 0.1f, 0.1f, 0.1f, 1.0f }; // Specular cofactor
public Texture2D bumpMapTexture;
private Effect effect;
public PropManager()
{
props = new List();
}
public void LoadGame()
{
}
public void LoadXML(ModelManager modelManager, XmlNode node)
{
effect = ElementalGame.content.Load("Shaders/ElementalGPU");
props.Clear();
}
public void LoadLevel(XmlNode node)
{
//props = propsInfo;
for (int i = 0; i < props.Count; i++)
{
props[i].Load(node);
// Add Object to the lookup map
ObjectLibrary.lookupMap.SetPosition(props[i].mass);
ObjectLibrary.lookupMap.AddDynamic(props[i].mass);
}
}
public void Update(ObjectLibrary objectLibrary, float dt)
{
}
public void UnloadLevel()
{
}
public void UnloadGame()
{
props = new List();
}
}
}