2 using Microsoft.Xna.Framework;
3 using Microsoft.Xna.Framework.Graphics;
12 private readonly
Camera cam;
23 ScrollBarEnabled =
false,
24 AllowMouseWheelScroll =
false
28 creditsPlayer.Scroll = 1.0f;
42 creditsPlayer.Restart();
43 creditsPlayer.Visible =
false;
44 UnlockAchievement(
"campaigncompleted");
47 "campaigncompleted_radiationenabled" :
48 "campaigncompleted_radiationdisabled");
50 static void UnlockAchievement(
string id)
52 AchievementManager.UnlockAchievement(
id.ToIdentifier(), unlockClients:
true);
58 GUI.HideCursor =
false;
59 SoundPlayer.OverrideMusicType = Identifier.Empty;
62 public override void Update(
double deltaTime)
65 if (creditsPlayer.Finished)
68 SoundPlayer.OverrideMusicType = Identifier.Empty;
72 public override void Draw(
double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
75 graphics.Clear(Color.Black);
76 SoundPlayer.OverrideMusicType =
"ending".ToIdentifier();
83 GUI.HideCursor =
false;
84 creditsPlayer.Visible =
true;
86 GUI.Draw(cam, spriteBatch);
override void Update(double deltaTime)
SlideshowPlayer slideshowPlayer
override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
readonly GUIButton CloseButton
static GUICanvas Instance
void UpdateManually(float deltaTime, bool alsoChildren=false, bool recursive=true)
By default, all the gui elements are updated automatically in the same order they appear on the updat...
virtual void DrawManually(SpriteBatch spriteBatch, bool alsoChildren=false, bool recursive=true)
By default, all the gui elements are drawn automatically in the same order they appear on the update ...
RectTransform RectTransform
static GameSession?? GameSession
static RasterizerState ScissorTestEnable
static readonly PrefabCollection< SlideshowPrefab > Prefabs