//internal static EventsHandler Events; public static void Initialize() { Z.EntityFramework.Extensions.LicenseManager.AddLicense("1294;103-aididhaiqal02", "d8a78218-810c-f032-ae9d-0f8257e4501c"); // Initialize our stuff. CSV.Initialize(); Game_Events.Initialize(); Home.Initialize(); NPC.Initialize(); Fingerprint.Initialize(); ResourcesManager.Initialize(); ObjectManager.Initialize(); Logger.Initialize(); ExceptionLogger.Initialize(); Gateway.Initialize(); Timers.Initialize(); Timers.Run(); // Start listening since we're done initializing. Gateway.Listen(); if (Constants.UseDiscord) { Client.Initialize(); } //Events = new EventsHandler(); Parser.Initialize(); }
public static void Initialize() { // Initialize our stuff. CSV.Initialize(); Game_Events.Initialize(); Deck.Initialize(); Files.Cards.Initialize(); Fingerprint.Initialize(); Arenas.Initialize(); Rarities.Initialize(); Logic.Structure.Game.Cards.Initialize(); Chests.Initialize(); ResourcesManager.Initialize(); ObjectManager.Initialize(); Logger.Initialize(); ExceptionLogger.Initialize(); Gateway.Initialize(); Timers.Initialize(); Timers.Run(); // Start listening since we're done initializing. Gateway.Listen(); if (Constants.UseDiscord) { Client.Initialize(); } Events = new EventsHandler(); }
internal Classes() { this.MFactory = new MessageFactory(); this.CFactory = new CommandFactory(); this.DFactory = new DebugFactory(); Loggers.Initialize(); Fingerprint = new Fingerprint(); this.CSV = new CSV(); this.Home = new Home(); this.Npc = new NPC(); this.Game_Events = new Game_Events(); this.Fingerprint = new Fingerprint(); switch (Constants.Database) { case DBMS.Redis: case DBMS.Both: this.Redis = new Redis(); break; } this.Events = new EventsHandler(); #if DEBUG Console.WriteLine("We loaded " + MessageFactory.Messages.Count + " messages, " + CommandFactory.Commands.Count + " commands, and " + DebugFactory.Debugs.Count + " debug commands.\n"); #endif this.Timers = new Timers(); this.Test = new Test(); MySQL_V2.GetAllSeed(); }
private void Awake() { if (_Instance == null) { _Instance = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } }