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)); }
public abstract IEnumerator Load(Delegates.FloatValue onProgress, Delegates.Action onLoaded);
protected abstract IEnumerator LoadSetup(Delegates.FloatValue onProgress, Delegates.Action onLoaded);