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