void IModuleDependency <FunctionalityInjectionModule> .ConnectDependency(FunctionalityInjectionModule dependency) { m_FIModule = dependency; // TODO: Collect all scenes and add islands if modules persist between scene loads #if UNITY_EDITOR var session = Application.isPlaying ? MARSSession.Instance : MarsRuntimeUtils.GetMarsSessionInActiveScene(); #else var session = MARSSession.Instance; #endif // TODO: Don't load modules for non-MARS scenes if (session == null) { return; } FunctionalityIsland island = null; if (session.island) { island = session.island; } #if UNITY_EDITOR if (Application.isPlaying && m_SimulateInPlayMode) { if (m_SimulateDiscovery) { if (m_SimulatedDiscoveryIsland == null) { Debug.LogWarning("There is no simulated discovery island set in the MARSSceneModule to be used for play mode simulation"); return; } island = m_SimulatedDiscoveryIsland; } else { if (m_SimulationIsland == null) { Debug.LogWarning("There is no simulation island set in the MARSSceneModule to be used for play mode simulation"); return; } island = m_SimulationIsland; } } #endif if (island) { dependency.AddIsland(island); } }
void IModuleDependency <FunctionalityInjectionModule> .ConnectDependency(FunctionalityInjectionModule dependency) { if (!m_SimulationIsland) { Debug.LogWarning("You need to set the simulation island", this); return; } if (!m_SimulatedDiscoveryIsland) { Debug.LogWarning("You need to set the simulated discovery island", this); return; } if (EditorApplication.isPlaying) { return; } m_FIModule = dependency; m_FIModule.AddIsland(m_SimulationIsland); m_FIModule.AddIsland(m_SimulatedDiscoveryIsland); }
void IModuleDependency <FunctionalityInjectionModule> .ConnectDependency(FunctionalityInjectionModule dependency) { m_FIModule = dependency; }
public void ConnectDependency(FunctionalityInjectionModule dependency) { m_FIModule = dependency; }