private void Init()
        {
            // We assume no game will consume more than 16GB of RAM.
            // If it does, who cares about some minuscule garbage allocation lol.
            G_IntString.Init(0, 16386);

            m_graphyManager = transform.root.GetComponentInChildren <GraphyManager>();

            m_ramMonitor = GetComponent <G_RamMonitor>();

            UpdateParameters();
        }
Exemple #2
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        private void Init()
        {
            m_graphyManager = transform.root.GetComponentInChildren <GraphyManager>();

            m_ramMonitor = GetComponent <G_RamMonitor>();

            m_shaderGraphAllocated = new G_GraphShader();
            m_shaderGraphReserved  = new G_GraphShader();
            m_shaderGraphMono      = new G_GraphShader();

            m_shaderGraphAllocated.Image = m_imageAllocated;
            m_shaderGraphReserved.Image  = m_imageReserved;
            m_shaderGraphMono.Image      = m_imageMono;

            UpdateParameters();
        }
        private void Init()
        {
            //TODO: Replace this with one activated from the core and figure out the min value.
            if (!G_FloatString.Inited || G_FloatString.MinValue > -1000f || G_FloatString.MaxValue < 16384f)
            {
                G_FloatString.Init
                (
                    minNegativeValue: -1001f,
                    maxPositiveValue: 16386f
                );
            }

            m_graphyManager = transform.root.GetComponentInChildren <GraphyManager>();

            m_ramMonitor = GetComponent <G_RamMonitor>();

            UpdateParameters();
        }