//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;
 }
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 private void Awake()
 {
     m_WorldEntity = GetComponent <WorldEntity>();
     m_SaveMng     = MonoSingleton <GameSystem> .Instance.SaveMngIns;
 }