Esempio n. 1
0
 protected virtual void SetupEnvironment()
 {
     Environment.SetupWithBuilders(
         messagingBuilder: MessagingContextBuilder,
         platformBuilder: PlatformContextBuilder,
         worldRuntimeBuilder: WorldRuntimeContextBuilder,
         hudBuilder: HUDContextBuilder);
 }
Esempio n. 2
0
        private void OnDebugModeSet()
        {
            if (Environment.i.world == null)
            {
                //NOTE(Brian): Added this here to prevent the SetDebug() before Awake()
                //             case. Calling Initialize multiple times in a row is safe.
                Environment.SetupWithBuilders();
            }

            Environment.i.world.sceneBoundsChecker.SetFeedbackStyle(new SceneBoundsFeedbackStyle_RedFlicker());
        }
Esempio n. 3
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 protected override IEnumerator SetUp()
 {
     Environment.SetupWithBuilders
     (
         MessagingContextFactory.CreateDefault,
         PlatformContextFactory.CreateDefault,
         WorldRuntimeContextFactory.CreateDefault,
         HUDContextFactory.CreateDefault
     );
     yield break;
 }
Esempio n. 4
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        void Awake()
        {
            if (i != null)
            {
                Utils.SafeDestroy(this);
                return;
            }

            i = this;

            DataStore.i.debugConfig.soloScene          = debugConfig.soloScene;
            DataStore.i.debugConfig.soloSceneCoords    = debugConfig.soloSceneCoords;
            DataStore.i.debugConfig.ignoreGlobalScenes = debugConfig.ignoreGlobalScenes;
            DataStore.i.debugConfig.msgStepByStep      = debugConfig.msgStepByStep;

            if (!Configuration.EnvironmentSettings.RUNNING_TESTS)
            {
                performanceMetricsController = new PerformanceMetricsController();
                RenderProfileManifest.i.Initialize();
                Environment.SetupWithBuilders(worldRuntimeBuilder: RuntimeContextBuilder);
            }

#if !UNITY_EDITOR
            Debug.Log("DCL Unity Build Version: " + DCL.Configuration.ApplicationSettings.version);
            Debug.unityLogger.logEnabled = false;

            worldEntryPoint = new EntryPoint_World(Environment.i.world.sceneController);
#endif

            // TODO(Brian): This is a temporary fix to address elevators issue in the xmas event.
            // We should re-enable this later as produces a performance regression.
            if (!Configuration.EnvironmentSettings.RUNNING_TESTS)
            {
                Environment.i.platform.cullingController.SetAnimationCulling(false);
            }
        }
Esempio n. 5
0
 protected override IEnumerator SetUp()
 {
     Environment.SetupWithBuilders();
     yield break;
 }