// Use this for initialization void Awake() { Debug.Log("Initialising " + versionNumber.text); currentEditor = this; _songObjectPoolManager = GetComponent <SongObjectPoolManager>(); _minPos = 0; _maxPos = 0; // Create a default song currentSong = new Song(); LoadSong(currentSong, true); // Bass init if (!Bass.BASS_Init(-1, 44100, BASSInit.BASS_DEVICE_DEFAULT, IntPtr.Zero)) { Debug.LogError("Failed Bass.Net initialisation"); } else { Debug.Log("Bass.Net initialised"); } movement = GameObject.FindGameObjectWithTag("Movement").GetComponent <MovementController>(); isDirty = false; loadingScreen.gameObject.SetActive(true); inputManager = gameObject.AddComponent <InputManager>(); gameObject.AddComponent <UITabbing>(); windowHandleManager = new WindowHandleManager(versionNumber.text, GetComponent <Settings>().productName); }
// Use this for initialization void Awake() { Debug.Log("Initialising " + versionNumber.text); _songObjectPoolManager = GetComponent <SongObjectPoolManager>(); _minPos = 0; _maxPos = 0; // Create a default song currentSong = new Song(); LoadSong(currentSong, true); // Bass init AudioManager.Init(); movement = GameObject.FindGameObjectWithTag("Movement").GetComponent <MovementController>(); isDirty = false; loadingScreen.gameObject.SetActive(true); inputManager = gameObject.AddComponent <InputManager>(); gameObject.AddComponent <UITabbing>(); windowHandleManager = new WindowHandleManager(versionNumber.text, GetComponent <Settings>().productName); errorManager = gameObject.AddComponent <ErrorManager>(); }
void RegisterSystems() { _songObjectPoolManager = gameObject.AddComponent <SongObjectPoolManager>(); DrawBeatLines drawBeatLinesSystem = new DrawBeatLines(); RegisterPersistentSystem(State.Editor, new AutoSaveSystem()); RegisterPersistentSystem(State.Editor, _songObjectPoolManager); RegisterPersistentSystem(State.Editor, drawBeatLinesSystem); RegisterPersistentSystem(State.Editor, new HoverHighlightDisplaySystem(assets)); RegisterPersistentSystem(State.Editor, new SelectedHighlightDisplaySystem()); RegisterPersistentSystem(State.Playing, _songObjectPoolManager); RegisterPersistentSystem(State.Playing, drawBeatLinesSystem); }