public UnityThreadMode(DFConnection connection)
     : base(connection)
 {
 }
 protected ConnectionMode(DFConnection connection)
 {
     this.connection = connection;
 }
 public static ConnectionMode GetConnectionMode(DFConnection connection, bool runOnAltThread)
 {
     if (runOnAltThread)
     {
         return new AltThreadMode(connection);
     }
     else
     {
         return new UnityThreadMode(connection);
     }
 }
    void Start()
    {
        if (_instance != null)
        {
            throw new UnityException("Can't have multiple dwarf fortress connections!");
        }
        _instance = this;

        ConnectAndInit();
    }
 public AltThreadMode(DFConnection connection)
     : base(connection)
 {
     finished = false;
     errorLock = new Object();
     crashError = null;
     connectionThread = new Thread(new ThreadStart(this.RunForever));
     connectionThread.Start();
 }
    // Does about what you'd think it does.
    void Start()
    {
        enabled = false;

        DFConnection.RegisterConnectionCallback(this.OnConnectToDF);
    }
 void Disconnect()
 {
     _instance = null;
     if (connectionMode != null)
     {
         connectionMode.Terminate();
         connectionMode = null;
     }
 }
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 public void Start()
 {
     DFConnection.RegisterConnectionCallback(Initialize);
 }
 // Use this for initialization
 void Start()
 {
     DFConnection.RegisterConnectionCallback(LoadLayeredSpriteSets);
 }
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 private void Start()
 {
     DFConnection.RegisterConnectionCallback(LoadBuildings);
 }
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 public UnityThread(DFConnection connection) : base(connection)
 {
 }
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 /// <summary>
 /// Used by base classes.
 /// </summary>
 /// <param name="connection">Connection.</param>
 protected ConnectionManager(DFConnection connection)
 {
     this.connection = connection;
 }