コード例 #1
0
    public static void NetRegister()
    {
        // Register the projectile prefab(s) with the networking system.
        var gos = Resources.LoadAll <GameObject>("Projectiles");

        foreach (var go in gos)
        {
            NetworkPrefabs.Add(go);
        }
    }
コード例 #2
0
    public static void NetRegister()
    {
        if (Loaded == null)
            return;

        foreach (var pair in Loaded)
        {
            NetworkPrefabs.Add(pair.Value.gameObject);
        }
    }
コード例 #3
0
ファイル: Item.cs プロジェクト: Epicguru/ArenaWars
    public static void NetRegisterAll()
    {
        if (loaded == null)
        {
            return;
        }

        foreach (var pair in loaded)
        {
            NetworkPrefabs.Add(pair.Value.gameObject);
        }
    }
コード例 #4
0
        public IEnumerator LoadStaticContentAsync(LoadStaticContentAsyncArgs args)
        {
            //we do a CONSIDERABLE amount of trolling.
            contentPack.artifactDefs.Add(Artifacts.DumpContent());
            //args.ReportProgress(1f);
            contentPack.bodyPrefabs.Add(Bodies.DumpContent());
            //args.ReportProgress(1f);
            contentPack.buffDefs.Add(Buffs.DumpContent());
            //args.ReportProgress(1f);
            contentPack.effectDefs.Add(Effects.DumpContent());
            //args.ReportProgress(1f);
            contentPack.eliteDefs.Add(Elites.DumpContent());
            //args.ReportProgress(1f);
            contentPack.gameEndingDefs.Add(GameEndings.DumpContent());
            //args.ReportProgress(1f);
            contentPack.entityStateConfigurations.Add(Loadouts.DumpConfigs());
            //args.ReportProgress(1f);
            contentPack.entityStateTypes.Add(Loadouts.DumpEntityStates());
            //args.ReportProgress(1f);
            contentPack.skillFamilies.Add(Loadouts.DumpContentSkillFamilies());
            //args.ReportProgress(1f);
            contentPack.skillDefs.Add(Loadouts.DumpContentSkillDefs());
            //args.ReportProgress(1f);
            contentPack.survivorDefs.Add(Loadouts.DumpSurvivorDefs());
            //args.ReportProgress(1f);
            contentPack.masterPrefabs.Add(Masters.DumpContent());
            //args.ReportProgress(1f);
            contentPack.musicTrackDefs.Add(MusicTracks.DumpContent());
            //args.ReportProgress(1f);
            contentPack.networkedObjectPrefabs.Add(NetworkPrefabs.DumpContent());
            //args.ReportProgress(1f);
            contentPack.networkSoundEventDefs.Add(NetworkSoundEvents.DumpContent());
            //args.ReportProgress(1f);
            contentPack.itemDefs.Add(Pickups.DumpContentItems());
            //args.ReportProgress(1f);
            contentPack.equipmentDefs.Add(Pickups.DumpContentEquipment());
            //args.ReportProgress(1f);
            contentPack.projectilePrefabs.Add(Projectiles.DumpContent());
            //args.ReportProgress(1f);
            contentPack.gameModePrefabs.Add(Runs.DumpContent());
            //args.ReportProgress(1f);
            contentPack.sceneDefs.Add(Scenes.DumpContent());
            //args.ReportProgress(1f);
            contentPack.surfaceDefs.Add(SurfaceDefinitions.DumpContent());
            args.ReportProgress(1f);

            yield break;
        }
コード例 #5
0
 private static void OnGameSceneSetUp()
 {
     NetworkPrefabs.Apply();
 }
コード例 #6
0
 void Awake()
 {
     instance = this;
 }