Removing cache from Gleed2D as ContentManager automatically does this
Adding cache Adding XOR Shift random class
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@@ -20,7 +20,7 @@ namespace Axios.Engine.Gleed2D
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/// Called by Level.FromFile(filename) on each Item after the deserialization process.
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/// Should be overriden and can be used to load anything needed by the Item (e.g. a texture).
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/// </summary>
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public virtual void load(AxiosGameScreen gameScreen, ref Dictionary<string, Texture2D> cache)
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public virtual void load(AxiosGameScreen gameScreen)
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{
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}
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@@ -30,9 +30,9 @@ namespace Axios.Engine.Gleed2D
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this._item = i;
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}
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public override void load(AxiosGameScreen gameScreen, ref Dictionary<string, Texture2D> cache)
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public override void load(AxiosGameScreen gameScreen)
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{
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base.load(gameScreen, ref cache);
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base.load(gameScreen);
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Vertices v = new Vertices(LayerItem.LocalPoints.Count);
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foreach (Vector2 vec in LayerItem.LocalPoints)
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@@ -39,20 +39,20 @@ namespace Axios.Engine.Gleed2D
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/// You must provide your own implementation. However, you can rely on all public fields being
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/// filled by the level deserialization process.
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/// </summary>
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public override void load(AxiosGameScreen gameScreen, ref Dictionary<string, Texture2D> cache)
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public override void load(AxiosGameScreen gameScreen)
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{
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base.load(gameScreen, ref cache);
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base.load(gameScreen);
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//throw new NotImplementedException();
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//TODO: provide your own implementation of how a TextureItem loads its assets
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//for example:
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//this.texture = Texture2D.FromFile(<GraphicsDevice>, texture_filename);
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//or by using the Content Pipeline:
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if (!cache.ContainsKey(LayerItem.AssetName))
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/*if (!cache.ContainsKey(LayerItem.AssetName))
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{
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cache[LayerItem.AssetName] = gameScreen.ScreenManager.Game.Content.Load<Texture2D>(LayerItem.AssetName);
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}
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this.texture = cache[LayerItem.AssetName];
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}*/
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this.texture = gameScreen.ScreenManager.Game.Content.Load<Texture2D>(LayerItem.AssetName);
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//Visible = gameScreen.LoadTextureItem(this);
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//this.texture = cm.Load<Texture2D>(asset_name);
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