//Unity Function //--------------------------------------------------------------------------- private void Awake() { //int view = MonoSingleton<GameSystem>.Instance.PlayerMngIns.PlayerView; //m_refWorld = GetComponentInParent<IWorld>(); m_Chunks = new Dictionary <Vector2Int, Chunk>(); m_Garbages = new LRUCache <Vector2Int, Chunk>(m_CacheSize); m_SaveMng = MonoSingleton <GameSystem> .Instance.SaveMngIns; m_ChunkMeshBuilder = GetComponent <ChunkMeshBuilder>(); }
//Unity Function //--------------------------------------------------------------------------- private void Awake() { m_WorldEntity = GetComponent <WorldEntity>(); m_SaveMng = MonoSingleton <GameSystem> .Instance.SaveMngIns; m_CoveredLoc = new HashSet <Vector2Int>(); }
private void Awake() { m_Communicator = GetComponent <Communicator>(); m_Character = GetComponent <Character>(); m_SaveMng = MonoSingleton <GameSystem> .Instance.SaveMngIns; }
private void Awake() { m_WorldEntity = GetComponent <WorldEntity>(); m_SaveMng = MonoSingleton <GameSystem> .Instance.SaveMngIns; }