public VisibleSectorsStrategyAll(SectorManagerUnity sectorManagerUnity, SectorManager sectorManager)
 {
     foreach (Sector sector in sectorManager.sectors)
     {
         sectorManagerUnity.GetSectorUnityFromCache(sector);
     }
 }
 public VisibleSectorsStrategyRadius(SectorManagerUnity sectorManagerUnity, SectorManager sectorManager, Player player, PlayerUnity playerUnity)
 {
     this.sectorManager = sectorManager;
     this.player = player;
     this.playerUnity = playerUnity;
     this.sectorManagerUnity = sectorManagerUnity;
 }
 public VisibleSectorsStrategyRadius(SectorManagerUnity sectorManagerUnity, SectorManager sectorManager, Player player, PlayerUnity playerUnity)
 {
     this.sectorManager      = sectorManager;
     this.player             = player;
     this.playerUnity        = playerUnity;
     this.sectorManagerUnity = sectorManagerUnity;
 }
Beispiel #4
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    public void Start()
    {
        //Application.RegisterLogCallback(HandleLog);
        Application.logMessageReceived += HandleLog;

        MeshUtils.InitStaticValues();
        CubeWorldPlayerPreferences.LoadPreferences();
        PreferencesUpdated();

        State    = state = GameManagerUnityState.MAIN_MENU;
        mainMenu = new MainMenu(this);

        sectorManagerUnity  = new SectorManagerUnity(this);
        objectsManagerUnity = new CWObjectsManagerUnity(this);
        fxManagerUnity      = new CWFxManagerUnity(this);

        worldManagerUnity = new WorldManagerUnity(this);

        Screen.autorotateToLandscapeLeft      = true;
        Screen.autorotateToLandscapeRight     = true;
        Screen.autorotateToPortrait           = false;
        Screen.autorotateToPortraitUpsideDown = false;
        WidthRatio  = Screen.width / virtualWidth;
        HeightRatio = Screen.height / virtualWidth;
    }
Beispiel #5
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    public void Start()
    {
        Application.RegisterLogCallback(HandleLog);

        MeshUtils.InitStaticValues();
        CubeWorldPlayerPreferences.LoadPreferences();
        PreferencesUpdated();

        State    = state = GameManagerUnityState.MAIN_MENU;
        mainMenu = new MainMenu(this);

        sectorManagerUnity  = new SectorManagerUnity(this);
        objectsManagerUnity = new CWObjectsManagerUnity(this);
        fxManagerUnity      = new CWFxManagerUnity(this);

        worldManagerUnity = new WorldManagerUnity(this);
    }
    public void Start()
    {
        Application.RegisterLogCallback(HandleLog);

        MeshUtils.InitStaticValues();
        CubeWorldPlayerPreferences.LoadPreferences();
        PreferencesUpdated();

        State = state = GameManagerUnityState.MAIN_MENU;
        mainMenu = new MainMenu(this);

		sectorManagerUnity = new SectorManagerUnity(this);
		objectsManagerUnity = new CWObjectsManagerUnity(this);
        fxManagerUnity = new CWFxManagerUnity(this);

        worldManagerUnity = new WorldManagerUnity(this);
	}
 public VisibleSectorsStrategyAll(SectorManagerUnity sectorManagerUnity, SectorManager sectorManager)
 {
     foreach (Sector sector in sectorManager.sectors)
         sectorManagerUnity.GetSectorUnityFromCache(sector);
 }