public IConfactory ConStruct(IConfactoryFinder confactoryFinder) { #if IOS // return [IOS version of class]. #elif ANDROID // return [Android version of class]. #else return(null); // return this version of class. #endif }
public IConfactory ConStruct(IConfactoryFinder confactoryFinder) { AudioLibrary Library = Resources.Load <AudioLibrary>("Libraries/AudioLibrary"); if (Library == null) { Debug.LogError("AudioLibrary not found at: " + "Resources/Libraries/AudioLibrary"); return(null); } return(Library); }
public IConfactory ConStruct(IConfactoryFinder confactoryFinder) { Library = confactoryFinder.Get <AudioLibrary>(); SetAudioStationVolume(DEFAULT_STATION, startDefaultVolume); SetAudioStationVolume(EFFECTS_STATION, startEffectsVolume); SetAudioStationVolume(MUSIC_STATION, startMusicVolume); SetAudioStationPitch(DEFAULT_STATION, startDefaultPitch); SetAudioStationPitch(EFFECTS_STATION, startEffectsPitch); SetAudioStationPitch(MUSIC_STATION, startMusicPitch); SoloAudioLoopToggle(MUSIC_STATION, true); return(null); }
public IConfactory ConStruct(IConfactoryFinder confactoryFinder) { ScreenTransitionObject stoResource = Resources.Load <ScreenTransitionObject>("UI/TransitionScreen"); if (stoResource == null) { Debug.LogWarning("No TransitionScreen found at 'Resources/UI/TransitionScreen'. Using Default screen instead"); stoResource = Resources.Load <ScreenTransitionObject>("ConfactoryResources/ScreenSwitching/TransitionScreen"); } transitionObject = GameObject.Instantiate <ScreenTransitionObject>(stoResource); ConfactoryTools.SetObjectWithConGameObjectSettings(transitionObject.gameObject); transitionObject.FadeInCompleteEvent -= FadeInComplete; transitionObject.FadeInCompleteEvent += FadeInComplete; transitionObject.FadeOutCompleteEvent -= FadeOutComplete; transitionObject.FadeOutCompleteEvent += FadeOutComplete; return(null); }
public IConfactory ConStruct(IConfactoryFinder finder) { gameBindings = ConfactoryFinder.Instance.Get <ConGameInputBindings>(); return(null); }
public IConfactory ConStruct(IConfactoryFinder confactoryFinder) { coroutineObject = ConfactoryTools.CreateConGameObject(NAME_OBJECT).AddComponent <CoroutineObject>(); UpdateName(); return(null); }
public IConfactory ConStruct(IConfactoryFinder confactoryFinder) { conEntityIdHandler = confactoryFinder.Get <ConEntityIdHandler>(); return(null); }