public void BindScene() { for (int i = 0; i < nodes.Count; i++) { nodes[i].Populate(); } foreach (var factory in factories) { Toolbox.Add(factory); } Setup(); initialized = true; var objs = FindObjectsOfType <MonoBehaviour>(); for (var i = 0; i < objs.Length; i++) { var obj = objs[i]; var ireq = obj as IRequireStarter; if (ireq != null) { ireq.SetupAfterStarter(); } } Timer.Add(Time.deltaFixed * 2, () => { PostSetup(); Add <ProcessingRelease>(); }); }
void Awake() { for (var i = 0; i < pluggables.Count; i++) { pluggables[i].Plug(); } Toolbox.Add(dataGameSession); Toolbox.Add(dataGameSettings); ProcessingFastPool <Timer> .Instance.Populate(50); }
/// <summary> /// <para>Adds an object to the toolbox by type. It is mainly used to add processing scripts.</para> /// </summary> /// <typeparam name="T"></typeparam> /// <returns></returns> protected static T Add <T>() where T : new() { return(Toolbox.Add <T>()); }
public override void Plug() { Toolbox.Add <ProcessorConsole>().Setup(commandsDebug); }