private void Start() { DevelopmentConsole.Load( _clearConsoleCommandEnabled, _deviceIdCommandEnabled, _inspectCommandEnabled, _emailLogSupportEnabled, _autoScrollEnabled, typeof(AdditionalFilters) ); Debug.Log(AdditionalFilters.dotCommand, "Loaded .Command, now Applying custom settings"); if (_autoOpenOnError || _autoOpenOnException) { DevelopmentConsole.Instance.EnableAutoOpen(_autoOpenOnException, _autoOpenOnError); } else { DevelopmentConsole.Instance.DisableAutoOpen(); } DevelopmentConsole.Instance.DrawShowDotCommandButton = _showOpenDotCommandButton; DevelopmentConsole.Instance.ShowDotCommandButtonMessage = _showDotCommandButtonMessage; DevelopmentConsole.Instance.DisplayCorner = _displayCorner; Destroy(gameObject); }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. batch = new SpriteBatch(GraphicsDevice); Assets = new AssetCatalog(Content, lua); TheGame = new GameManager(); primitives = new Primitives(GraphicsDevice, batch); #if DEVELOPMENT_BUILD console = new DevelopmentConsole(this, batch, primitives, lua, this.Window); Components.Add(console); #endif world = new World(32, 32); world.Register(new SpriteRenderer()); world.Register(new PlayerController(camera, primitives)); world.Register(new CharacterController(primitives)); world.Register(new IlluminationSystem(penumbra)); world.Register(new AnimationSystem()); var physics = (PhysicsSystem)world.Register(new PhysicsSystem(primitives)); // Goto the menu level gsm.Goto(new GameLevel(world, penumbra, camera)); //gsm.Goto(new Menu(world)); }
private static void RegisterControls() { var tab = DevelopmentConsole.GetOrCreateTab("Graphics"); var group = tab.GetOrCreateGroup("Quality"); QualityLevelNames = QualitySettings.names; RegisterQualityControls(group); }