Beispiel #1
0
//		public static void Reset ()
//		{
//			LockstepManager.Deactivate ();
//			GameObject.Instantiate (MainGameManager.gameObject);
//		}

        internal static void Setup()
        {
            DefaultMessageRaiser.EarlySetup();

            LSDatabaseManager.Setup();
            Command.Setup();

            GridManager.Setup();
            InputCodeManager.Setup();
            AbilityDataItem.Setup();

            AgentController.Setup();

            ProjectileManager.Setup();
            EffectManager.Setup();

            PhysicsManager.Setup();
            ClientManager.Setup();

            Time.fixedDeltaTime   = DeltaTimeF;
            Time.maximumDeltaTime = Time.fixedDeltaTime * 2;


            DefaultMessageRaiser.LateSetup();
            if (onSetup != null)
            {
                onSetup();
            }
        }
        internal static void Setup()
        {
            DefaultMessageRaiser.EarlySetup();

            LSDatabaseManager.Setup();

            UnityInstance = GameObject.CreatePrimitive(PrimitiveType.Quad).AddComponent <MonoBehaviour>();
            GameObject.Destroy(UnityInstance.GetComponent <Collider>());
            UnityInstance.GetComponent <Renderer>().enabled = false;
            GameObject.DontDestroyOnLoad(UnityInstance.gameObject);

            GridManager.Setup();
            AbilityInterfacer.Setup();

            AgentController.Setup();
            TeamManager.Setup();

            ProjectileManager.Setup();
            EffectManager.Setup();

            PhysicsManager.Setup();
            ClientManager.Setup(MainGameManager.MainNetworkHelper);

            Application.targetFrameRate = 60;
            Time.fixedDeltaTime         = BaseDeltaTime;
            Time.maximumDeltaTime       = Time.fixedDeltaTime * 2;
            InputCodeManager.Setup();


            DefaultMessageRaiser.LateSetup();
        }
Beispiel #3
0
        public static void Setup()
        {
            LSDatabaseManager.Setup();

            UnityInstance = GameObject.CreatePrimitive(PrimitiveType.Sphere).AddComponent <MonoBehaviour> ();
            UnityInstance.GetComponent <Renderer>().enabled = false;
            GameObject.DontDestroyOnLoad(UnityInstance.gameObject);

            AbilityInterfacer.Setup();

            AgentController.Setup();
            TeamManager.Setup();

            ProjectileManager.Setup();
            EffectManager.Setup();
            BehaviourHelper.GlobalSetup();
            PhysicsManager.Setup();
            ClientManager.Setup(MainGameManager.MainNetworkHelper);
            InterfaceManager.Setup();

            Application.targetFrameRate = 30;
            Time.fixedDeltaTime         = BaseDeltaTime;
            Time.maximumDeltaTime       = Time.fixedDeltaTime * 2;

            InputManager.Setup();

            foreach (LSManager manager in Managers)
            {
                manager.Setup();
            }
        }
        internal static void Setup()
        {
            DefaultMessageRaiser.EarlySetup();

            LSDatabaseManager.Setup();
            Command.Setup();

            UnityInstance = GameObject.CreatePrimitive(PrimitiveType.Quad).AddComponent <MonoBehaviour>();
            GameObject.Destroy(UnityInstance.GetComponent <Collider>());
            UnityInstance.GetComponent <Renderer>().enabled = false;
            GameObject.DontDestroyOnLoad(UnityInstance.gameObject);

            GridManager.Setup();
            AbilityDataItem.Setup();

            AgentController.Setup();
            TeamManager.Setup();

            ProjectileManager.Setup();
            EffectManager.Setup();

            PhysicsManager.Setup();
            ClientManager.Setup();

            Time.fixedDeltaTime   = BaseDeltaTime;
            Time.maximumDeltaTime = Time.fixedDeltaTime * 2;
            InputCodeManager.Setup();


            DefaultMessageRaiser.LateSetup();
            if (onSetup != null)
            {
                onSetup();
            }
        }