public void TestInitialize() { m_Updater = new Updater(); UpdaterProxy.Open(m_Updater); m_EventManager = new GameEventManager(); GameEventManagerProxy.Open(m_EventManager); }
void CloseProxies() { SoundManagerProxy.Close(m_SoundManager); LevelManagerProxy.Close(m_LevelManager); InputManagerProxy.Close(m_InputManager); GameEventManagerProxy.Close(m_GameEventManager); UpdaterProxy.Close(m_Updater); LoggerProxy.Close(m_Logger); }
void OpenProxies() { LoggerProxy.Open(m_Logger); UpdaterProxy.Open(m_Updater); GameEventManagerProxy.Open(m_GameEventManager); InputManagerProxy.Open(m_InputManager); LevelManagerProxy.Open(m_LevelManager); SoundManagerProxy.Open(m_SoundManager); }
// This should be called before any other gameobject awakes private void Awake () { // Singleton pattern : this is the only case where it should be used if(ms_Instance == null) { ms_Instance = this; DontDestroyOnLoad (gameObject); // Keep the Updater first, as the other members might want to register to it m_Logger = new UnityLogger (); LoggerProxy.Open (m_Logger); m_Updater = new Updater (); UpdaterProxy.Open (m_Updater); m_GameEventManager = new GameEventManager (); GameEventManagerProxy.Open (m_GameEventManager); m_InputManager = new InputManager (); InputManagerProxy.Open (m_InputManager); m_LevelManager = new LevelManager (); LevelManagerProxy.Open (m_LevelManager); m_TileManager = new TileManager (); TileManagerProxy.Open (m_TileManager); m_CommandStack = new CommandStack (); CommandStackProxy.Open (m_CommandStack); m_GoalManager = new GoalManager (); GoalManagerProxy.Open (m_GoalManager); m_SoundManager = new SoundManager (); SoundManagerProxy.Open (m_SoundManager); m_SoundManager.SetMusicSource (m_MusicSource); m_SoundManager.SetFXSource (m_EfxSource); m_GameFlowHSM = new GameFlowHSM (); m_GameFlowHSM.Start (typeof (GameFlowMenuState)); } else if (ms_Instance != this) { Destroy (gameObject); return; } }
public void TestCleanup() { GameEventManagerProxy.Close(); UpdaterProxy.Close(); }
public void TestInitialize() { UpdaterProxy.Open(m_Updater); GameEventManagerProxy.Open(m_EventManager); }
public static void UnregisterAsListener(this System.Object objectToNotify, string tag) { GameEventManagerProxy.Get().Unregister(objectToNotify, tag); }
public static void RegisterAsListener(this System.Object objectToNotify, string tag, params System.Type[] GameEventTypes) { GameEventManagerProxy.Get().Register(objectToNotify, tag, GameEventTypes); }
public void Push() { GameEventManagerProxy.Get().PushGameEvent(this, m_Protocol); }