protected override void Awake() { m_logger = new Logger(this); Application.lowMemory += OnLowMemory; // Cache this so we can grab it off-thread StreamingAssetsPath = Application.streamingAssetsPath; UserDataPath = AppDataPath = Application.persistentDataPath; CachePath = UnityEngine.Application.temporaryCachePath; if (OnEnterBackground == null) { OnEnterBackground = new UnityEvent(); } if (OnExitBackground == null) { OnExitBackground = new UnityEvent(); } if (OnPauseAudio == null) { OnPauseAudio = new UnityEvent(); } if (OnResumeAudio == null) { OnResumeAudio = new UnityEvent(); } base.Awake(); }
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; }
void Start() { m_logger = new Motive.Core.Diagnostics.Logger(this); ShowRegister(); }
void Awake() { m_logger = new Motive.Core.Diagnostics.Logger(this); }