private IEnumerator LoadDataFromBackend() { LoginStatusText.text = STATUS_DOWNLOADING_GAME; StringTableManager.Init("English", mBackend); Constants.Init(mBackend); GenericDataLoader.Init(mBackend); GenericDataLoader.LoadDataOfClass <BuildingData>(GenericDataLoader.BUILDINGS); GenericDataLoader.LoadDataOfClass <UnitData>(GenericDataLoader.UNITS); GenericDataLoader.LoadDataOfClass <GuildData>(GenericDataLoader.GUILDS); while (mBackend.IsBusy()) { yield return(0); } mLoginTimer.StepComplete(LibraryAnalyticEvents.TITLE_DATA_TIME); yield return(SetUpPlayerData()); DoneLoadingData(); }
private IEnumerator LoadDataFromBackend() { LoginStatusText.text = STATUS_DOWNLOADING_GAME; yield return(InitPlayer()); // other systems rely on the player's inventory to be inited, so do this before proceeding PlayerInventoryManager.Init(mBackend); while (mBackend.IsBusy()) { yield return(0); } ExpeditionUnitSaveData.Init(); NewsManager.Init(mBackend); TreasureDataManager.Init(mBackend); TimedChestDataManager.Init(mBackend); TimedChestSaveData.Init(mBackend); MonsterDataManager.Init(mBackend); PlayerDataManager.Init(mBackend); LoginPromoManager.Init(mBackend); //Constants.Init( mBackend ); //GenericDataLoader.Init( mBackend ); //GenericDataLoader.LoadDataOfClass<BuildingData>( GenericDataLoader.BUILDINGS ); //GenericDataLoader.LoadDataOfClass<UnitData>( GenericDataLoader.UNITS ); //GenericDataLoader.LoadDataOfClass<GuildData>( GenericDataLoader.GUILDS ); while (mBackend.IsBusy()) { yield return(0); } mLoginTimer.StepComplete(LibraryAnalyticEvents.TITLE_DATA_TIME); //yield return SetUpPlayerData(); DoneLoadingData(); }
public void CompletingStep_AddsStepToEventData() { mAnalyticsTimerUnderTest.StepComplete(STEP_1); Assert.Contains(STEP_1, mAnalyticsTimerUnderTest.StepData.Keys); }