//--------------------------------------------------------------------------------------------------------------------------------------------------- // // 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(); } } }