DebugHUD
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parent
180fdae2ec
commit
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5 changed files with 129 additions and 2 deletions
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@ -87,6 +87,13 @@
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/processorParam:Quality=Best
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/processorParam:Quality=Best
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/build:DoomTestSong.mp3
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/build:DoomTestSong.mp3
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#begin Font_12.spritefont
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/importer:FontDescriptionImporter
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/processor:FontDescriptionProcessor
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/processorParam:PremultiplyAlpha=True
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/processorParam:TextureFormat=Compressed
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/build:Font_12.spritefont
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#begin Font_25.spritefont
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#begin Font_25.spritefont
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/importer:FontDescriptionImporter
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/importer:FontDescriptionImporter
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/processor:FontDescriptionProcessor
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/processor:FontDescriptionProcessor
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64
DangerousD/Content/Font_12.spritefont
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64
DangerousD/Content/Font_12.spritefont
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<?xml version="1.0" encoding="utf-8"?>
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<!--
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This file contains an xml description of a font, and will be read by the XNA
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Framework Content Pipeline. Follow the comments to customize the appearance
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of the font in your game, and to change the characters which are available to draw
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with.
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-->
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<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
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<Asset Type="Graphics:FontDescription">
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<!--
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Modify this string to change the font that will be imported.
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-->
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<FontName>Arial</FontName>
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<!--
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Size is a float value, measured in points. Modify this value to change
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the size of the font.
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-->
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<Size>12</Size>
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<!--
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Spacing is a float value, measured in pixels. Modify this value to change
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the amount of spacing in between characters.
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-->
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<Spacing>0</Spacing>
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<!--
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UseKerning controls the layout of the font. If this value is true, kerning information
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will be used when placing characters.
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-->
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<UseKerning>true</UseKerning>
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<!--
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Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
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and "Bold, Italic", and are case sensitive.
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-->
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<Style>Regular</Style>
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<!--
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If you uncomment this line, the default character will be substituted if you draw
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or measure text that contains characters which were not included in the font.
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-->
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<!-- <DefaultCharacter>*</DefaultCharacter> -->
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<!--
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CharacterRegions control what letters are available in the font. Every
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character from Start to End will be built and made available for drawing. The
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default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
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character set. The characters are ordered according to the Unicode standard.
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See the documentation for more information.
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-->
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<CharacterRegions>
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<CharacterRegion>
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<Start> </Start>
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<End>~</End>
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</CharacterRegion>
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<CharacterRegion>
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<Start>а</Start>
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<End>я</End>
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</CharacterRegion>
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</CharacterRegions>
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</Asset>
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</XnaContent>
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50
DangerousD/GameCore/GUI/DebugHUD.cs
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50
DangerousD/GameCore/GUI/DebugHUD.cs
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using System.Collections.Generic;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MonogameLibrary.UI.Elements;
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using static System.String;
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namespace DangerousD.GameCore.GUI
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{
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public class DebugHUD : IDrawableObject
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{
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private SpriteFont _spriteFont;
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private Dictionary<string, string> _text = new();
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public void Initialize()
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{
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}
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public void LoadContent()
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{
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_spriteFont = AppManager.Instance.Content.Load<SpriteFont>("Font_12");
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}
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public void Update(GameTime gameTime)
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{
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}
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public void Draw(SpriteBatch spriteBatch)
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{
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spriteBatch.Begin();
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spriteBatch.DrawString(
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_spriteFont,
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Join(",", _text.Select(el => el.Key + ": " + el.Value).ToList()),
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new Vector2(10, 10),
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Color.Cyan,
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0,
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Vector2.Zero,
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1,
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SpriteEffects.None,
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0
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);
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spriteBatch.End();
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}
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public void Set(string key, string value)
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{
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_text[key] = value;
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}
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}
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}
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@ -4,7 +4,7 @@ using Microsoft.Xna.Framework.Graphics;
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namespace DangerousD.GameCore.GUI
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namespace DangerousD.GameCore.GUI
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{
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{
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interface IDrawableObject
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public interface IDrawableObject
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{
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{
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void Initialize();
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void Initialize();
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void LoadContent();
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void LoadContent();
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@ -24,12 +24,13 @@ namespace DangerousD.GameCore
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public GameState gameState { get; private set; }
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public GameState gameState { get; private set; }
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public MultiPlayerStatus multiPlayerStatus { get; private set; } = MultiPlayerStatus.SinglePlayer;
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public MultiPlayerStatus multiPlayerStatus { get; private set; } = MultiPlayerStatus.SinglePlayer;
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public Point resolution = new Point(1920, 1080);
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public Point resolution = new Point(1920, 1080);
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public Point inGameResolution = new Point(1920, 1080);
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public Point inGameResolution = new Point(1366, 768);
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IDrawableObject MenuGUI;
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IDrawableObject MenuGUI;
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IDrawableObject OptionsGUI;
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IDrawableObject OptionsGUI;
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IDrawableObject LoginGUI;
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IDrawableObject LoginGUI;
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IDrawableObject LobbyGUI;
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IDrawableObject LobbyGUI;
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IDrawableObject DeathGUI;
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IDrawableObject DeathGUI;
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public DebugHUD DebugHUD;
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public GameManager GameManager { get; private set; } = new();
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public GameManager GameManager { get; private set; } = new();
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public AnimationBuilder AnimationBuilder { get; private set; } = new AnimationBuilder();
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public AnimationBuilder AnimationBuilder { get; private set; } = new AnimationBuilder();
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OptionsGUI = new OptionsGUI();
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OptionsGUI = new OptionsGUI();
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LobbyGUI = new LobbyGUI();
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LobbyGUI = new LobbyGUI();
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DeathGUI = new DeathGUI();
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DeathGUI = new DeathGUI();
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DebugHUD = new DebugHUD();
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UIManager.resolution = resolution;
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UIManager.resolution = resolution;
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UIManager.resolutionInGame = inGameResolution;
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UIManager.resolutionInGame = inGameResolution;
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}
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}
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MenuGUI.Initialize();
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MenuGUI.Initialize();
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LoginGUI.Initialize();
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LoginGUI.Initialize();
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DebugHUD.Initialize();
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OptionsGUI.Initialize();
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OptionsGUI.Initialize();
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LobbyGUI.Initialize();
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LobbyGUI.Initialize();
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protected override void LoadContent()
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protected override void LoadContent()
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{
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{
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_spriteBatch = new SpriteBatch(GraphicsDevice);
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_spriteBatch = new SpriteBatch(GraphicsDevice);
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DebugHUD.LoadContent();
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MenuGUI.LoadContent();
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MenuGUI.LoadContent();
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LoginGUI.LoadContent();
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LoginGUI.LoadContent();
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OptionsGUI.LoadContent();
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OptionsGUI.LoadContent();
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default:
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default:
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break;
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break;
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}
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}
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DebugHUD.Update(gameTime);
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base.Update(gameTime);
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base.Update(gameTime);
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}
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}
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_spriteBatch.End();
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_spriteBatch.End();
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DebugHUD.Draw(_spriteBatch);
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base.Draw(gameTime);
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base.Draw(gameTime);
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}
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}
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