void Start() { this.board.LoadLayout(layout); var t1p1 = this.board.Spawn(playerPrefab, new BoardPosition(0, -2)); var t1p2 = this.board.Spawn(playerPrefab, new BoardPosition(-2, 0)); var t2p1 = this.board.Spawn(playerPrefab, new BoardPosition(0, 2)); var t2p2 = this.board.Spawn(playerPrefab, new BoardPosition(2, 0)); team1.Add(t1p1.gameObject); team1.Add(t1p2.gameObject); team2.Add(t2p1.gameObject); team2.Add(t2p2.gameObject); DoneLoadingEvent?.Invoke(); }
} /* Model1LoadStart */ static private void Model2LoadStart(String _model2Name, bool _forceRebuild, DoneLoadingEvent _doneLoadingEvent ) { model2Name = _model2Name; if (String.IsNullOrEmpty(model2Name)) { return; } doneLoadingModel2Event = _doneLoadingEvent; model2LoadStatus = new TrainingModelStatus(_model2Name, _forceRebuild, Model2LoadCompletion); model2LoadStatus.Show(); } /* Model1LoadStart */
} /* LoadConfiguration */ public static void SetModel1(String _model1Name, bool _forceRebuild, DoneLoadingEvent _doneLoadingEvent ) { bool model1CurentlyLoading = false; BlockStart(); if (model1LoadStatus != null) { model1CurentlyLoading = true; } else { if ((model1 != null) && (model1Name == _model1Name) && (!_forceRebuild)) { // We already have this model loaded; there is nothing to do. // But we still have to the call back to let it know that the model is loaded. if (_doneLoadingEvent != null) { _doneLoadingEvent(model1); } } else { if (model1 != null) { model1 = null; GC.Collect(); } GC.Collect(); Model1LoadStart(_model1Name, _forceRebuild, _doneLoadingEvent); SaveConfiguration(); } } BlockEnd(); if (model1CurentlyLoading) { MessageBox.Show("Can not set a new Model; one is currently loading now."); return; } } /* SetModel1 */