/*public AudioClip MusicSound,ClickSound; * public Texture background,blackbg; * public Font rendering_font;*/ void Awake() { DontDestroyOnLoad(gameObject); GM = GameManager.getInstance(); /* * GM.MusicSound = this.MusicSound; * GM.ClickSound = this.ClickSound; * GM.background = this.background; * GM.blackbg = this.blackbg; * * * GM.m_MusicSource = transform.FindChild ("Music").GetComponent<AudioSource> (); * GM.m_SoundSource = transform.FindChild ("Sound").GetComponent<AudioSource> (); * * * GM.m_Settings.Load (GM.m_MusicSource, GM.m_SoundSource); * * GM.m_MusicSource.clip = GM.MusicSound; * GM.m_MusicSource.Play (); */ ThreadsafeDictionary <string, Texture> new_textures_dictionary = new ThreadsafeDictionary <string, Texture>(); foreach (TextureField texture_data in texture_list) { new_textures_dictionary.Add(texture_data.key, texture_data.value); } GM.setActiveScene(SceneType.MENU); GM.setActiveMenu(MenuType.MENU_MAIN); GM.setTextures(new_textures_dictionary); GM.setRenderingFont(rendering_font); StartCoroutine(GM.showFPS()); }
// GameManager constructor. public GameManager() { MenuFunctions = new GUI.WindowFunction[] { MainMenu, OptionsMenu, PauseMenu, GameOverMenu }; scenes_strings = new ThreadsafeDictionary <SceneType, string>() .chained_Add(SceneType.MENU, "scene_preload") .chained_Add(SceneType.LEVEL1, "scene1"); m_Settings = Settings.getInstance(); // Initialize settings object if not present and save reference to it. toggleGUI = true; GUI_infobar_var_slide_factor = -100; GUIHelper.setGUIStyle("GUI_infobar_label", new GUIStyle()); }
public void setTextures(ThreadsafeDictionary <string, Texture> new_textures_dictionary) { this.textures = new_textures_dictionary; }
// Initialize the dictionary that this class encapsulates. public CacheManager() { cache_dictionary = new ThreadsafeDictionary <string, V>(); lock_op = new object(); }