public void reloadNonSerializedAssets()
{
paintTexture = GameEngine.TextureList["paint"];
AudioManager audio = GameEngine.AudioManager;
//audio.Play(AudioManager.MusicSelection.Basement);
audio.Play(musicName);
//Console.WriteLine(musicName);
background = GameEngine.TextureList[backgroundName];
holeList = new List<HoleObject>();
foreach (PhysicsObject obj in Objects)
{
if (obj is PaintedObject)
{
totalInstaSteelInWorld += ((PaintedObject)obj).getAmountOfInstasteel();
}
if (obj is HoleObject)
{
holeList.Add((HoleObject)obj);
}
if (obj is WinDoorObject)
{
winDoor = (WinDoorObject)obj;
}
if (obj is DudeObject)
{
dude = (DudeObject)obj;
}
}
halfdotsize = new Vector2(paintTexture.Width / 2, paintTexture.Height / 2);
numDrawLeft = 0; // reset the amount of instasteel we have when we load the level
GameEngine.resetVictoryAnimation();
}