Esempio n. 1
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        public SensorCanvas(IPictureBoxes pictureBoxes, CanvasProvider <Canvas> canvasProvider)
        {
            this.pictureBoxes   = pictureBoxes;
            this.canvasProvider = canvasProvider;

            CreateCanvases();
        }
Esempio n. 2
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        public void LoadCanvases(CanvasProvider canvasProvider)
        {
            for (var i = 0; i < transform.childCount; i++)
            {
                var childCanvas = transform.GetChild(i).GetComponent <Canvas>();

                if (childCanvas != null)
                {
                    childCanvas.gameObject.SetActive(false);
                    canvasProvider.AddCanvas(childCanvas);
                }
            }
        }
Esempio n. 3
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 public BaseFormBuilder(IList <ISensor> sensors, FlowLayoutPanel flowLayoutPanel, ComboBox comboBox, CanvasProvider <Canvas> canvasProvider)
 {
     this.sensors         = sensors;
     components.ComboBox  = comboBox;
     this.flowLayoutPanel = flowLayoutPanel;
     this.canvasProvider  = canvasProvider;
 }
Esempio n. 4
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        public void Start()
        {
            /* RESOURCE LIST CREATION */
#if UNITY_EDITOR
            AssetDatabase.Refresh();
            FileServices.CreateResourcesList("Assets/Resources/resourceslist.txt");
#endif
            FileServices.LoadResourcesList("resourceslist");

            #region LOAD RESOURCES
            // logger and ioc
            _logger   = new Logger("info.log", false);
            _resolver = new IoCResolver(_logger);
            _resolver.RegisterItem(_logger);

            _config = new UserConfigurationManager(new UserConfigurationData
            {
                GameVolume  = 1f,
                MusicVolume = 1f
            });
            _resolver.RegisterItem(_config);

            // messager
            _messager = new Messager();
            _resolver.RegisterItem(_messager);

            // unity reference master
            _unity = GetComponent <UnityReferenceMaster>();
            _unity.DebugModeActive = false;
            _resolver.RegisterItem(_unity);

            // player
            var player = new UserAccountManager();
            _resolver.RegisterItem(player);

            // material provider
            var materialProvider = new MaterialProvider(_logger);
            MaterialLoader.LoadMaterial(materialProvider, "Materials");
            _resolver.RegisterItem(materialProvider);

            // texture provider
            var textureProvider = new TextureProvider(_logger);
            var spriteProvider  = new SpriteProvider(_logger);
            TextureLoader.LoadTextures(textureProvider, spriteProvider, "Textures");
            _resolver.RegisterItem(textureProvider);
            _resolver.RegisterItem(spriteProvider);

            // sound provider
            var soundProvider = new SoundProvider(_logger);
            SoundLoader.LoadSounds(_logger, soundProvider, "Sounds");
            _resolver.RegisterItem(soundProvider);

            // prefab provider
            var prefabProvider = new PrefabProvider(_logger);
            PrefabLoader.LoadPrefabs(prefabProvider);
            _resolver.RegisterItem(prefabProvider);

            // pooling
            var poolingObjectManager = new PoolingObjectManager(_logger, prefabProvider);
            _resolver.RegisterItem(poolingObjectManager);

            var soundPoolManager = new PoolingAudioPlayer(_logger, _config, _unity, prefabProvider.GetPrefab("audio_source_prefab"));
            _resolver.RegisterItem(soundPoolManager);

            _particles = new PoolingParticleManager(_resolver);
            _resolver.RegisterItem(_particles);

            // canvas provider
            var canvasProvider = new CanvasProvider(_logger);
            _unity.LoadCanvases(canvasProvider);
            _resolver.RegisterItem(canvasProvider);

            // data provider
            var gameDataProvider = new GameDataProvider(_logger);

            /* DATA GOES HERE */

            _resolver.RegisterItem(gameDataProvider);
            #endregion

            _uiManager = new UiManager();
            _resolver.RegisterItem(_uiManager);

            // lock the resolver (stop any new items being registered)
            _resolver.Lock();

            /* BEGIN STATE */
            _currentState = new MenuState(_resolver);
            _currentState.Initialize();

            /* SUBSCRIBE FOR GAME END */
            _onExit = _messager.Subscribe <ExitMessage>(OnExit);
        }
 static CanvasProvider()
 {
     instance = new CanvasProvider();
 }