Esempio n. 1
0
    private IEnumerator LoadAsyncRoutine()
    {
        Stopwatch watch = new Stopwatch();

        watch.Start();

        GameObject          screenManagerPrefab = Resources.Load("ScreenManager") as GameObject;
        ScreenManagerScript screenManager       = GameObject.Instantiate(screenManagerPrefab).GetComponent <ScreenManagerScript>();

        gameSystems.Register(screenManager);

        screenManager.PushScreen("LoadingScreen");

        int pendingManagers = 0;

        //AudioManager audioManager = new AudioManager();

        //gameSystems.Register(audioManager);

        //pendingManagers += 1;
        //Task.Run(() =>
        //{
        //    audioManager.Initalize();
        //}).ContinueWith((Task t)=>
        //{
        //    pendingManagers -= 1;
        //});

        //AchievementManager achievementManager = new AchievementManager();

        //gameSystems.Register(achievementManager);

        //pendingManagers += 1;
        //Task.Run(() =>
        //{
        //    achievementManager.Initialize();
        //}).ContinueWith((Task t) =>
        //{
        //    pendingManagers -= 1;
        //}); ;

        gameSystems.Register(screenManager);

        while (pendingManagers != 0)
        {
            yield return(null);
        }
        watch.Stop();
        UnityEngine.Debug.Log("Loading async took " + watch.ElapsedMilliseconds + "ms");

        screenManager.PopScreen();
        screenManager.PushScreen("LandingScreen");
        yield break;
    }
Esempio n. 2
0
    private IEnumerator LoadAsyncRoutine()
    {
        // Create a stop watch to see how long it takes for this to load
        Stopwatch watch = new Stopwatch();

        watch.Start();

        // Create and register screen manager to our game systems table
        // Load Screen Manager prefab from our assets dynamically
        GameObject screenManagerPrefab = Resources.Load("ScreenManager") as GameObject;

        // Instantiate an object of screen manager ( because we cannot new Monobehaviours )
        ScreenManager screenManager = GameObject.Instantiate(screenManagerPrefab).GetComponent <ScreenManager>();

        screenManager.PushScreen("LoadingScreen");

        // Counter for completed tasks
        int pendingManagers = 0;

        // Create and register audio manager to our game systems table
        AudioManager audioManager = new AudioManager();

        gameSystems.Register(audioManager);
        // Create task to initialize audio manager on separate thread
        pendingManagers += 1;
        Task.Run(() => {
            audioManager.Initialize();
        }).ContinueWith((Task t) => {
            pendingManagers -= 1;
        });

        // Create and register achievement manager to our game systems table
        AchievementManager achievementManager = new AchievementManager();

        gameSystems.Register(achievementManager);
        pendingManagers += 1;
        Task.Run(() => {
            achievementManager.Initialize();
        }).ContinueWith((Task t) => {
            pendingManagers -= 1;
        });


        // Register screen manager to game systems
        gameSystems.Register(screenManager);


        // Wait for pending managers to finish loading
        while (pendingManagers != 0)
        {
            yield return(null);
        }

        // Stop the watch and log out the time it took
        watch.Stop();
        UnityEngine.Debug.Log("Loading async took " + watch.ElapsedMilliseconds + "ms");

        // Boot into Landing screen
        screenManager.PopScreen();
        screenManager.PushScreen("LandingScreen");
        yield break;
    }
Esempio n. 3
0
 void Awake()
 {
     registry = new Dictionary <int, Ring>();
     GameSystems.Register(typeof(RingRegistry), this);
 }