public icMediaLoader(int concurrentLoads, bool useBink) { this.threadedLoader = new LoadingManager(); this.threadedLoader.MaxConcurrentLoads = concurrentLoads; if (firstInstance == null) firstInstance = this; }
public icMediaLoader(int concurrentLoads, bool useBink) { this.threadedLoader = new LoadingManager(); this.threadedLoader.MaxConcurrentLoads = concurrentLoads; if (firstInstance == null) { firstInstance = this; } }
void Awake() { this.PreAwakeSubclass(); // The first ToolbeltManager to start up will be stored if (instance == null) { instance = this; this.mediaLoader = new icMediaLoader(this.concurrentMediaLoads, useBink); this.soundLoader = new icMediaLoader(this.concurrentMediaLoads, false); if (imageCacheMBs > 0) { imageCacher = new icImageCacher(imageCacheMBs, imageCacheGraceTime); } this.assignUniqueID(ToolbeltManager.GenerateUniqueID()); this.ActivateSceneParent(); } this.AwakeSubclass(); // TODO: don't initialise singletons if being loaded by another scene // Scene loading code should look for ToolbeltManager and set // parameters appropriately }
public void LoadMyself() { icMediaLoader mediaLoader = ToolbeltManager.FirstInstance.SoundLoader; mediaLoader.CreateOggSoundMaterial(this.filePath, this.gameObject); }
public override void LoadMyself() { icMediaLoader mediaLoader = ToolbeltManager.FirstInstance.MediaLoader; mediaLoader.CreateImageMaterial(this.filePath, this.gameObject); }
void Awake() { this.PreAwakeSubclass(); // The first ToolbeltManager to start up will be stored if (instance == null) { instance = this; this.mediaLoader = new icMediaLoader(this.concurrentMediaLoads, useBink); this.soundLoader = new icMediaLoader(this.concurrentMediaLoads, false); if (imageCacheMBs > 0) imageCacher = new icImageCacher(imageCacheMBs, imageCacheGraceTime); this.assignUniqueID(ToolbeltManager.GenerateUniqueID()); this.ActivateSceneParent(); } this.AwakeSubclass(); // TODO: don't initialise singletons if being loaded by another scene // Scene loading code should look for ToolbeltManager and set // parameters appropriately }