BasicUI_MonoGame_iOS_New.Game1.LoadContent C# (CSharp) Метод

LoadContent() защищенный Метод

LoadContent will be called once per game and is the place to load all of your content.
protected LoadContent ( ) : void
Результат void
        protected override void LoadContent()
        {
            this.IsMouseVisible = true;

            SpriteFont font = Content.Load<SpriteFont>("Segoe_UI_10_Regular");
            FontManager.DefaultFont = Engine.Instance.Renderer.CreateFont(font);
            Viewport viewport = GraphicsDevice.Viewport;
            basicUI = new BasicUI(viewport.Width, viewport.Height);
            viewModel = new BasicUIViewModel();
            viewModel.Tetris = new TetrisController(basicUI.TetrisContainer, basicUI.TetrisNextContainer);
            basicUI.DataContext = viewModel;
            debug = new DebugViewModel(basicUI);

            FontManager.Instance.LoadFonts(Content);
            ImageManager.Instance.LoadImages(Content);
            SoundManager.Instance.LoadSounds(Content);

            RelayCommand command = new RelayCommand(new Action<object>(ExitEvent));

            KeyBinding keyBinding = new KeyBinding(command, KeyCode.Escape, ModifierKeys.None);
            basicUI.InputBindings.Add(keyBinding);

            RelayCommand tetrisLeft = new RelayCommand(new Action<object>(OnLeft));
            KeyBinding left = new KeyBinding(tetrisLeft, KeyCode.A, ModifierKeys.None);
            basicUI.InputBindings.Add(left);

            RelayCommand tetrisRight = new RelayCommand(new Action<object>(OnRight));
            KeyBinding right = new KeyBinding(tetrisRight, KeyCode.D, ModifierKeys.None);
            basicUI.InputBindings.Add(right);

            RelayCommand tetrisDown = new RelayCommand(new Action<object>(OnDown));
            KeyBinding down = new KeyBinding(tetrisDown, KeyCode.S, ModifierKeys.None);
            basicUI.InputBindings.Add(down);

            RelayCommand tetrisRotate = new RelayCommand(new Action<object>(OnRotate));
            KeyBinding rotate = new KeyBinding(tetrisRotate, KeyCode.W, ModifierKeys.None);
            basicUI.InputBindings.Add(rotate);
        }