Esempio n. 1
0
        protected void OnAwake(LevelType levelType)
        {
            new GameLogHandler();

            this.levelType = levelType;
            this._simulatePhysicsTimeSteps = new SimulatePhysicsTimeSteps(this.ManuallyUpdatePhysicsWorld);

            PersistanceManager.Get().Init();
            StartLevelManager.Get().Init();
            if (levelType == LevelType.STARTMENU)
            {
                GameInputManager.Get().Init(CursorLockMode.Confined);
                Cursor.visible = true;
            }
            else
            {
                GameInputManager.Get().Init(CursorLockMode.Locked);
                Cursor.visible = false;
            }

            LevelAvailabilityManager.Get().Init();
            LevelAvailabilityTimelineManager.Get().Init();
            LevelManager.Get().Init(levelType);

            if (this.levelType != LevelType.STARTMENU)
            {
                LevelChunkFXTransitionManager.Get().Init();
                CoreGameSingletonInstances.Coroutiner.StartCoroutine(InitializeTimelinesAtEndOfFrame());
            }
        }
Esempio n. 2
0
        protected void OnAwake(LevelType levelType)
        {
            new GameLogHandler();

            this.levelType = levelType;

            PersistanceManager.Get().Init();
            StartLevelManager.Get().Init();
            if (levelType == LevelType.STARTMENU)
            {
                GameInputManager.Get().Init(CursorLockMode.Confined);
            }
            else
            {
                GameInputManager.Get().Init(CursorLockMode.Locked);
            }

            LevelAvailabilityManager.Get().Init();
            LevelAvailabilityTimelineManager.Get().Init();
            LevelManager.Get().Init(levelType);

            if (this.levelType != LevelType.STARTMENU)
            {
                LevelChunkFXTransitionManager.Get().Init();
                CoreGameSingletonInstances.Coroutiner.StartCoroutine(InitializeTimelinesAtEndOfFrame());
            }
        }
Esempio n. 3
0
 protected void BeforeTick(float d)
 {
     PersistanceManager.Get().Tick(d);
     if (levelType != LevelType.STARTMENU)
     {
         LevelChunkFXTransitionManager.Get().Tick(d);
     }
 }
Esempio n. 4
0
        /// <summary>
        /// /!\ This method must be called before EVERYTHING else in the Tick update.
        /// </summary>
        protected void BeforeTickGameLogic(out float d, out float unscaled)
        {
            GameInputManager.Get().Tick();
            PersistanceManager.Get().Tick();

            TimeManagementManager.Get().Tick();

            d        = TimeManagementManager.Get().GetCurrentDeltaTime();
            unscaled = TimeManagementManager.Get().GetCurrentDeltaTimeUnscaled();

            if (levelType != LevelType.STARTMENU)
            {
                LevelChunkFXTransitionManager.Get().Tick(d);
            }
        }