Esempio n. 1
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        protected override void OnAwake()
        {
            base.OnAwake();
            GameEntry.RegisterUpdateComponent(this);

            m_TimeManager = new TimeManager();
        }
Esempio n. 2
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        protected override void OnAwake()
        {
            base.OnAwake();
            GameEntry.RegisterUpdateComponent(this);

            m_StandardScreen = m_StandardWidth / (float)m_StandardHeight;
            m_CurrScreen     = Screen.width / (float)Screen.height;

            NormalFormCanvasScaler();

            m_UIGroupDic = new Dictionary <byte, UIGroup>();

            int len = UIGroups.Length;

            for (int i = 0; i < len; i++)
            {
                UIGroup group = UIGroups[i];
                m_UIGroupDic[group.Id] = group;
            }

            m_UIManager = new UIManager();

            m_UILayer = new UILayer();
            m_UILayer.Init(UIGroups);

            m_UIPool = new UIPool();
        }
Esempio n. 3
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 protected override void OnAwake()
 {
     base.OnAwake();
     GameEntry.RegisterUpdateComponent(this);
     m_SocketManager = new SocketManager();
     SocketSendMS    = new MMO_MemoryStream();
     SocketReceiveMS = new MMO_MemoryStream();
 }
Esempio n. 4
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        protected override void OnAwake()
        {
            base.OnAwake();
            PoolManager = new PoolManager();
            GameEntry.RegisterUpdateComponent(this);

            m_NextRunTime = Time.time;
            InitGameObjectPool();
        }
Esempio n. 5
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        protected override void OnAwake()
        {
            base.OnAwake();
            GameEntry.RegisterUpdateComponent(this);

            ResourceManager       = new ResourceManager();
            ResourceLoaderManager = new ResourceLoaderManager();

#if DISABLE_ASSETBUNDLE
            LocalFilePath = Application.dataPath;
#else
            LocalFilePath = Application.persistentDataPath;
#endif
        }
Esempio n. 6
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        protected override void OnAwake()
        {
            base.OnAwake();
            PoolManager = new PoolManager();
            GameEntry.RegisterUpdateComponent(this);

            m_ReleaseClassObjectNextRunTime = Time.time;
            m_ReleaseAssetBundleNextRunTime = Time.time;
            m_ReleaseAssetNextRunTime       = Time.time;

            InitGameObjectPool();

            m_InstanceResourceDic = new Dictionary <int, ResourceEntity>();
            FontDic = new Dictionary <string, ResourceEntity>();
        }