/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); this.IsMouseVisible = true; this.Window.AllowUserResizing = true; //------ MY CODE ------ mainHandler = new UnityEngineMainHandler(); var exporter = new ExportImport(); var vv = exporter.JsonDeserialize(UIJsonData.data); var g = exporter.Deserialize(vv, mainHandler.main.transform); UnityEngine.GameObject eventSystem = new UnityEngine.GameObject("EventSystem"); eventSystem.transform.parent = mainHandler.main.transform; var v = eventSystem.AddComponent <UnityEngine.EventSystems.EventSystem>(); var baseInput = eventSystem.AddComponent <UnityEngine.EventSystems.StandaloneInputModule>(); inputModule = eventSystem.AddComponent <XnaInput>(); inputModule.Init(this); baseInput.inputOverride = inputModule; // SUPER IMPORTANT UnityEngine.Cursor.visible = true; UnityEngine.Cursor.lockState = UnityEngine.CursorLockMode.None; // Starts and Awakes all scripts mainHandler.Start(); }
protected override void Initialize() { _input = new XnaInput(); _input.Processor = _test; _test.Initialize(); base.Initialize(); }