public void Setup() { FunctionsManager.Initialize(); SpriteManager.Initialize(); AudioManager.Initialize(); CharacterNameManager.Initialize(); }
/// <summary> /// Loads all the character names from the given file. /// </summary> /// <param name="fileName">The file name.</param> private void LoadCharacterNames(string fileName) { LoadTextFile( "Data", fileName, (filePath) => { string[] lines = File.ReadAllLines(filePath); CharacterNameManager.LoadNames(lines); }); }
/// <summary> /// Create a Character in the specified tile, with the specified color, uniform color and skin color. /// </summary> /// <param name="tile">The tile where the Character is placed.</param> /// <param name="color">The uniform strip color.</param> /// <param name="uniformColor">The uniform color.</param> /// <param name="skinColor">The skin color.</param> public Character Create(Tile tile, Color color, Color uniformColor, Color skinColor) { Character character = new Character(tile, color, uniformColor, skinColor); character.name = CharacterNameManager.GetNewName(); characters.Add(character); if (Created != null) { Created(character); } return(character); }
public Character CreateCharacter(Tile t, Color color, Color uniformColor, Color skinColor) { Debug.ULogChannel("World", "CreateCharacter"); Character c = new Character(t, color, uniformColor, skinColor); c.name = CharacterNameManager.GetNewName(); characters.Add(c); if (OnCharacterCreated != null) { OnCharacterCreated(c); } return(c); }
public void OnEnable() { if (Instance == null || Instance == this) { Instance = this; } else { UnityDebugger.Debugger.LogError("WorldController", "There should never be two world controllers."); } FunctionsManager.Initialize(); PrototypeManager.Initialize(); CharacterNameManager.Initialize(); SpriteManager.Initialize(); AudioManager.Initialize(); // FIXME: Do something real here. This is just to show how to register a C# event prototype for the Scheduler. PrototypeManager.ScheduledEvent.Add( new ScheduledEvent( "ping_log", (evt) => UnityDebugger.Debugger.LogFormat("Scheduler", "Event {0} fired", evt.Name))); ModsManager = new ModsManager(); // Reload incase any mods have changed settings Settings.LoadSettings(); if (SceneController.LoadWorldFromFileName != null) { CreateWorldFromSaveFile(SceneController.LoadWorldFromFileName); SceneController.LoadWorldFromFileName = null; } else { CreateEmptyWorld(); } SoundController = new SoundController(World); }