Blink.GUI.StateCharacterSelect.Initialize C# (CSharp) Method

Initialize() public method

public Initialize ( ) : void
return void
        public void Initialize()
        {
            #if WINDOWS
            chars = Directory.EnumerateFiles(Environment.CurrentDirectory + "\\Content\\CharData", "*.char");
            #elif LINUX
            chars = Directory.EnumerateFiles(Environment.CurrentDirectory + "/Content/CharData", "*.char");
            #endif
            showLoadScreen = false;

            foreach(var path in chars){
            default_charName = path.Remove(0, Environment.CurrentDirectory.Length + "\\Content\\CharData\\".Length);
            default_charName = default_charName.Replace(".char", "");
            }
            //for(int i = 0; i < 4; i++) {
                //if (this.charThumbs.Count > 0)
                //    this.charThumbs[selected[i]].unselect();
                //this.selected[i] = 0;
            //}
            for (int i = 0; i < 4; i++)
            {
                if (connected[i])
                {
                    playerTexts[i] = "CharData/Sprites/" + charNames[selected[i]];
                }
            }
            player1 = new Blink.Classes.PlayerClass();
            players[0] = player1;
            player2 = new Blink.Classes.PlayerClass();
            players[1] = player2;
            player3 = new Blink.Classes.PlayerClass();
            players[2] = player3;
            player4 = new Blink.Classes.PlayerClass();
            players[3] = player4;
            player1.title = "P1";
            player2.title = "P2";
            player3.title = "P3";
            player4.title = "P4";
            this.nextState = null;
            AudioManager.TriggerCharacterSelect();
            KeyboardState keyState = Keyboard.GetState();
            //GamePadState padState = GamePad.GetState(PlayerIndex.One);
            if (keyState.IsKeyDown(Keys.Enter))
            {
                prematureEnter = true;
            }
        }