public override IEnumerator Load(Delegates.FloatValue onProgress, Delegates.Action onLoaded)
        {
            GameObject controllers = new GameObject("Controllers");

            controllers.AddComponent <SettingsController>();
            controllers.AddComponent <SaveController>();
            controllers.AddComponent <GameplayController>();
            controllers.AddComponent <EffectsController>();
            controllers.AddComponent <InputController>();

#if MMDevelop
            controllers.AddComponent <DevController>();
#endif

            if (onProgress != null)
            {
                onProgress.Invoke(1);
            }

            if (onLoaded != null)
            {
                onLoaded.Invoke();
            }

            yield return(null);
        }
        protected override IEnumerator LoadSetup(Delegates.FloatValue onProgress, Delegates.Action onLoaded)
        {
            Transform effects = new GameObject("Effects").transform;

            Setup.Arrow.Instantiate <GameObject>(effects);

            yield return(null);
        }
        protected override IEnumerator LoadSetup(Delegates.FloatValue onProgress, Delegates.Action onLoaded)
        {
            foreach (var item in Setup.Items)
            {
                BaseItem baseItem = ObjectManager.Load <BaseItem>(item.Name, item.BundleID);
                if (baseItem != null)
                {
                    Items.Add(baseItem.ID, baseItem);
                }
                else
                {
                    UnityEngine.Debug.LogError(string.Format("Item setup not found: {0}.{1}", item.BundleID, item.Name));
                }
            }

            yield return(null);
        }
        public override IEnumerator Load(Delegates.FloatValue onProgress, Delegates.Action onLoaded)
        {
            if (onProgress != null)
            {
                onProgress.Invoke(0);
            }

            yield return(LoadSetup(onProgress, onLoaded));

            if (onProgress != null)
            {
                onProgress.Invoke(1);
            }

            if (onLoaded != null)
            {
                onLoaded.Invoke();
            }

            Setup = null;
        }
        protected override IEnumerator LoadSetup(Delegates.FloatValue onProgress, Delegates.Action onLoaded)
        {
            Transform World = new GameObject("World").transform;

            onProgress(.01f);

            Setup.Map.Instantiate <GameObject>(World);
            onProgress(.02f);

            Setup.Player.Instantiate <GameObject>(World);
            onProgress(.03f);

            yield return(Load <GameObject>(Setup.Trees, "Trees", World));

            onProgress(.13f);
            yield return(Load <GameObject>(Setup.Clouds, "Clouds", World));

            onProgress(.23f);
            yield return(Load <GameObject>(Setup.Rocks, "Rocks", World));

            onProgress(.33f);
            yield return(Load <GameObject>(Setup.Items, "Items", World));
        }
Example #6
0
 public abstract IEnumerator Load(Delegates.FloatValue onProgress, Delegates.Action onLoaded);
 protected abstract IEnumerator LoadSetup(Delegates.FloatValue onProgress, Delegates.Action onLoaded);