private void Start() { simpleWorldMaker.GenerateMap(); Debug.Log("Map generated."); Map map = simpleWorldMaker.Map; headQuater = new HeadQuater(map, simpleWorldMaker.DemandPoints, new Base.SC[] { simpleWorldMaker.supplyCenter }); Debug.Log("headquater created."); headQuater.AssignTask(editorDataReader.AllTasks); Debug.Log("Tasks scheduled."); displayController.Init(headQuater.Transportations); Debug.Log("Displayer initialized."); isInitialized = true; }
// Use this for initialization void Start() { myController = new DisplayController(); string[] portList = SerialPort.GetPortNames(); for (int i = 0; i < portList.Length; i++) { Debug.Log(portList[i]); } myController.Init(COMName, 115200); values = new bool[myController.HitterNumber][]; for (int i = 0; i < myController.HitterNumber; i++) { values[i] = new bool[8]; } }
protected override void Initialize() { debugDrawTimeStopwatch = new Stopwatch(); // Window.IsBorderless = false; Data.SetSettings(); ScreenController.graphicsDevice = GraphicsDevice; DisplayController.Init(this); EngineController.Init(); GraphicsManager.Init(Content); AudioManager.Init(Content); //Game specific init. this could probably be done in game load GroundLayerController.Init(); AngleStuff.Init(); PieceController.Init(); ShadowSpriteController.Init(); MapObjectController.Init(); TileLogisticsController.Init(); GraphicsDevice.Clear(Color.White); IsMouseVisible = true; base.Initialize(); ScreenController.ChangeScreen(new MenuMain()); }