private void Awake()
        {
            Toolbox.Add(blueprints);
            ProcessingUpdate.Default = Toolbox.Add <ProcessingUpdate>();

            Time.Default = Toolbox.Add <Time>();


            ProcessingTimer.Default              = Toolbox.Add <ProcessingTimer>();
            ProcessingPools.Default              = Toolbox.Add <ProcessingPools>();
            ProcessingSignals.Default            = Toolbox.Add <ProcessingSignals>();
            ProcessingGoPool.Default             = Toolbox.Add <ProcessingGoPool>();
            ProcessingResources.Default          = Toolbox.Add <ProcessingResources>();
            ProcessingEntities.Default           = Toolbox.Add <ProcessingEntities>();
            ProcessingAttributes.Default         = Toolbox.Add <ProcessingAttributes>();
            ProcessingBehaviorAttributes.Default = Toolbox.Add <ProcessingBehaviorAttributes>();
            ProcessingScene.Default              = Toolbox.Add <ProcessingScene>();


            for (var i = 0; i < pluggables.Count; i++)
            {
                pluggables[i].Plug();
            }



            Toolbox.Add(dataGameSession);
            Toolbox.Add(dataGameSettings);

            Application.runInBackground = false;


            ProcessingPools.Default.Populate <Timer>(30);
        }
Beispiel #2
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        private void Awake()
        {
            Toolbox.Add(blueprints);

            GameObject.Find("[KERNEL]").AddComponent <ProcessingUpdate>();
            Time.Default = Toolbox.Add <Time>();


            ProcessingTimer.Default              = Toolbox.Add <ProcessingTimer>();
            ProcessingSignals.Default            = Toolbox.Add <ProcessingSignals>();
            ProcessingGoPool.Default             = Toolbox.Add <ProcessingGoPool>();
            ProcessingResources.Default          = Toolbox.Add <ProcessingResources>();
            ProcessingEntities.Default           = Toolbox.Add <ProcessingEntities>();
            ProcessingBehaviorAttributes.Default = Toolbox.Add <ProcessingBehaviorAttributes>();
            ProcessingScene.Default              = Toolbox.Add <ProcessingScene>();


            for (var i = 0; i < pluggables.Count; i++)
            {
                pluggables[i].Plug();
            }


            Toolbox.Add(dataGameSession);
            Toolbox.Add(dataGameSettings);

            Application.runInBackground = false;

            ProcessingFastPool <Timer> .Instance.Populate(50);
        }
Beispiel #3
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        private void Awake()
        {
            Toolbox.Add(blueprints);

            Time.Default              = Toolbox.Create <Time>();
            ProcessingTimer.Default   = Toolbox.Create <ProcessingTimer>();
            ProcessingSignals.Default = Toolbox.Create <ProcessingSignals>();
            ProcessingPool.Default    = Toolbox.Create <ProcessingPool>();
            Box.Default = Toolbox.Create <Box>();
            ProcessingEntities.Default = Toolbox.Create <ProcessingEntities>();
            ProcessingScene.Default    = Toolbox.Create <ProcessingScene>();


            for (var i = 0; i < pluggables.Count; i++)
            {
                pluggables[i].Plug();
            }


            Toolbox.Add(dataGameSession);
            Toolbox.Add(dataGameSettings);

            Application.runInBackground = false;

            ProcessingFastPool <Timer> .Instance.Populate(50);
        }
Beispiel #4
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        public void BindScene()
        {
            for (var i = 0; i < factories.Count; i++)
            {
                Toolbox.Add(factories[i]);
            }


            var poolReg = GetComponent <PoolRegister>();

            if (poolReg)
            {
                poolReg.Reigster();
            }

            Setup();
            initialized = true;

            var objs = FindObjectsOfType <MonoCached>();

            for (var i = 0; i < objs.Length; i++)
            {
                if (objs[i].state.requireStarter)
                {
                    objs[i].SetupAfterStarter();
                }
            }


            Timer.Add(Time.DeltaTimeFixed * 2, () => PostSetup());
        }
Beispiel #5
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        void Awake()
        {
            for (var i = 0; i < factories.Count; i++)
            {
                Toolbox.Add(factories[i]);
            }


            Toolbox.Add <ProcessingSceneLoad>().Setup(ScenesToKeep, SceneDependsOn, this);
        }
Beispiel #6
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        protected override void Setup()
        {
            Toolbox.Get <DataCryoshockGameSession>().score = 0;

            Toolbox.Add <ProcessingVoice>();
            Toolbox.Add <ProcessingSaveGroups>();
            Toolbox.Add <ProcessingCameraShake>();
            Toolbox.Add <ProcessingParallax>();
            Toolbox.Add <ProcessingScore>();
            Toolbox.Add <ProcessingGame>();

            Toolbox.Get <ProcessingSceneLoad>().sceneClosing = CloseScene;
        }
Beispiel #7
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 public override void Plug()
 {
     Toolbox.Add(this);
 }
Beispiel #8
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 public override void Plug()
 {
     Toolbox.Add <ProcessingConsole>().Setup(commandsDebug);
 }
Beispiel #9
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 private void Awake()
 {
     Default = this;
     Toolbox.Add(this);
 }
Beispiel #10
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 protected static T Add <T>() where T : new()
 {
     return(Toolbox.Add <T>());
 }