Going to bed but i wanna show off my cool debugging system
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@@ -1,4 +1,5 @@
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using Microsoft.Xna.Framework;
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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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@@ -8,6 +9,7 @@ namespace Awperative;
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/// <summary>
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/// Base class of Awperative. Carries events from MonoGame into scenes and hooks.
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/// </summary>
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/// <author> Avery Norris </author>
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public sealed class Base : Game
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{
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@@ -19,6 +21,10 @@ public sealed class Base : Game
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Content.RootDirectory = "Content";
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}
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/// <summary>
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/// Initialize() is called when the program starts. Goes before LoadContent(). And prepares the kernel for use.
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/// </summary>
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@@ -29,42 +35,60 @@ public sealed class Base : Game
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base.Initialize();
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}
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/// <summary>
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/// LoadContent() is called when the program starts; right after Initialize(). Override Load() in scripting tools or use hooks to call from this event.
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/// </summary>
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/// <remarks> It is recommended to load content during LoadContent()</remarks>
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protected override void LoadContent() {
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foreach (AwperativeHook hook in Awperative.EventHooks)
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hook.Load();
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foreach(Scene scene in Awperative.LoadedScenes)
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scene.Load();
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foreach (AwperativeHook hook in Awperative.EventHooks.ToList()) hook.Load();
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foreach(Scene scene in Awperative.LoadedScenes.ToList()) scene.Load();
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}
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/// <summary>
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/// Update() is called every frame; before Draw(). Override Update() in scripting tools to call from this event.
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/// </summary>
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/// <remarks> Hooks are unable to receive both Update() and Draw()</remarks>
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protected override void Update(GameTime __gameTime) {
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foreach(Scene scene in Awperative.LoadedScenes) scene.Update(__gameTime);
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foreach(Scene scene in Awperative.LoadedScenes.ToList()) scene.Update(__gameTime);
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base.Update(__gameTime);
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}
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/// <summary>
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/// Draw() is called every frame; after Update(). Override Draw() in scripting tools to call from this event.
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/// </summary>
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/// <remarks> Hooks are unable to receive both Update() and Draw()</remarks>
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protected override void Draw(GameTime __gameTime) {
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foreach(Scene scene in Awperative.LoadedScenes) scene.Draw(__gameTime);
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foreach(Scene scene in Awperative.LoadedScenes.ToList()) scene.Draw(__gameTime);
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base.Draw(__gameTime);
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}
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/// <summary>
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/// EndRun() is called if the program closes. Override Terminate() in scripting tools or use hooks to call from this event.
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/// </summary>
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/// <remarks> This event may not trigger if the program is force closed.</remarks>
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protected override void EndRun() {
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foreach (AwperativeHook hook in Awperative.EventHooks) hook.Unload();
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foreach (Scene scene in Awperative.LoadedScenes) scene.Unload();
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foreach (AwperativeHook hook in Awperative.EventHooks.ToList()) hook.Unload();
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foreach (Scene scene in Awperative.LoadedScenes.ToList()) scene.Unload();
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}
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}
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