public override void Initialize()
        {
            base.Initialize();

            m_triggerPool = new LocationTriggerPool(0, AutoCollectDistance);

            if (CollectSound && !AudioSource)
            {
                AudioSource = gameObject.AddComponent <AudioSource>();
            }

            if (AnnotationsAreShowing)
            {
                StartCollecting();
            }
        }
Example #2
0
        public LocationValuablesSpawnItemDriver()
        {
            // Defaults? These ultimately get ignored since we'll
            // only add triggers for items with ranges specified.
            m_perf               = new PerfCounters();
            m_logger             = new Logger(this);
            m_triggerPool        = new LocationTriggerPool(0, 75);
            m_activationContexts = new Dictionary <string, ResourceActivationContext>();
            //m_computedResults = new DictionaryDictionary<string, string, LocationSpawnItemResults<LocationValuablesCollection>>();

            LocationValuablesCollectionManager.Instance.ValuablesAdded   += Instance_ValuablesAdded;
            LocationValuablesCollectionManager.Instance.LocationsAdded   += Instance_LocationsAdded;
            LocationValuablesCollectionManager.Instance.ValuablesRemoved += Instance_ValuablesRemoved;
            LocationValuablesCollectionManager.Instance.LocationsRemoved += Instance_LocationsRemoved;

            LocationCache.Instance.LocationsAdded += Locations_Added;
        }
Example #3
0
        protected override void Awake()
        {
            m_atrractionActivators = new Dictionary <string, ActivatedAttractionContext>();
            // Item handlers per attraction
            m_attractionItemHandlers = new SetDictionary <string, IAttractionItemHandler>();
            m_itemHandlers           = new Dictionary <string, IAttractionItemHandler>();
            m_fencePool   = new LocationFencePool();
            m_triggerPool = new LocationTriggerPool();

            AppManager.Instance.Initialized += App_Initialized;

            if (OnUpdated == null)
            {
                OnUpdated = new UnityEvent();
            }

            base.Awake();
        }