public static void Load(LoadMode mode = LoadMode.NewGame) { HelpersExtensions.VERBOSE = false; Log.Info("LifeCycle.Load() called"); CSURUtil.Init(); HarmonyExtension.InstallHarmony(); NodeControllerTool.Create(); if (Settings.GameConfig == null) { switch (mode) { case LoadMode.NewGameFromScenario: case LoadMode.LoadScenario: case LoadMode.LoadMap: // no NC or old NC Settings.GameConfig = GameConfigT.LoadGameDefault; break; default: Settings.GameConfig = GameConfigT.NewGameDefault; break; } } NodeManager.Instance.OnLoad(); SegmentEndManager.Instance.OnLoad(); }
public static void SimulationDataReady() { Log.Info($"LifeCycle.SimulationDataReady() called. mode={Mode} updateMode={UpdateMode}, scene={Scene}"); System.Threading.Thread.Sleep(1000 * 50); //50 sec Log.Info($"LifeCycle.SimulationDataReady() after sleep"); if (Scene == "ThemeEditor") { return; } CSURUtil.Init(); if (Settings.GameConfig == null) { switch (Mode) { case LoadMode.NewGameFromScenario: case LoadMode.LoadScenario: case LoadMode.LoadMap: // no NC or old NC Settings.GameConfig = GameConfigT.LoadGameDefault; break; default: Settings.GameConfig = GameConfigT.NewGameDefault; break; } } HarmonyUtil.InstallHarmony(HARMONY_ID); // game config is checked in patch. NodeManager.Instance.OnLoad(); SegmentEndManager.Instance.OnLoad(); Loaded = true; Log.Info("LifeCycle.SimulationDataReady() sucessful"); }