private void Awake() { Toolbox.Add(blueprints); ProcessingUpdate.Default = Toolbox.Add <ProcessingUpdate>(); Time.Default = Toolbox.Add <Time>(); ProcessingTimer.Default = Toolbox.Add <ProcessingTimer>(); ProcessingPools.Default = Toolbox.Add <ProcessingPools>(); ProcessingSignals.Default = Toolbox.Add <ProcessingSignals>(); ProcessingGoPool.Default = Toolbox.Add <ProcessingGoPool>(); ProcessingResources.Default = Toolbox.Add <ProcessingResources>(); ProcessingEntities.Default = Toolbox.Add <ProcessingEntities>(); ProcessingAttributes.Default = Toolbox.Add <ProcessingAttributes>(); ProcessingBehaviorAttributes.Default = Toolbox.Add <ProcessingBehaviorAttributes>(); ProcessingScene.Default = Toolbox.Add <ProcessingScene>(); for (var i = 0; i < pluggables.Count; i++) { pluggables[i].Plug(); } Toolbox.Add(dataGameSession); Toolbox.Add(dataGameSettings); Application.runInBackground = false; ProcessingPools.Default.Populate <Timer>(30); }
private void Awake() { Toolbox.Add(blueprints); GameObject.Find("[KERNEL]").AddComponent <ProcessingUpdate>(); Time.Default = Toolbox.Add <Time>(); ProcessingTimer.Default = Toolbox.Add <ProcessingTimer>(); ProcessingSignals.Default = Toolbox.Add <ProcessingSignals>(); ProcessingGoPool.Default = Toolbox.Add <ProcessingGoPool>(); ProcessingResources.Default = Toolbox.Add <ProcessingResources>(); ProcessingEntities.Default = Toolbox.Add <ProcessingEntities>(); ProcessingBehaviorAttributes.Default = Toolbox.Add <ProcessingBehaviorAttributes>(); ProcessingScene.Default = Toolbox.Add <ProcessingScene>(); for (var i = 0; i < pluggables.Count; i++) { pluggables[i].Plug(); } Toolbox.Add(dataGameSession); Toolbox.Add(dataGameSettings); Application.runInBackground = false; ProcessingFastPool <Timer> .Instance.Populate(50); }
private void Awake() { Toolbox.Add(blueprints); Time.Default = Toolbox.Create <Time>(); ProcessingTimer.Default = Toolbox.Create <ProcessingTimer>(); ProcessingSignals.Default = Toolbox.Create <ProcessingSignals>(); ProcessingPool.Default = Toolbox.Create <ProcessingPool>(); Box.Default = Toolbox.Create <Box>(); ProcessingEntities.Default = Toolbox.Create <ProcessingEntities>(); ProcessingScene.Default = Toolbox.Create <ProcessingScene>(); for (var i = 0; i < pluggables.Count; i++) { pluggables[i].Plug(); } Toolbox.Add(dataGameSession); Toolbox.Add(dataGameSettings); Application.runInBackground = false; ProcessingFastPool <Timer> .Instance.Populate(50); }
public void BindScene() { for (var i = 0; i < factories.Count; i++) { Toolbox.Add(factories[i]); } var poolReg = GetComponent <PoolRegister>(); if (poolReg) { poolReg.Reigster(); } Setup(); initialized = true; var objs = FindObjectsOfType <MonoCached>(); for (var i = 0; i < objs.Length; i++) { if (objs[i].state.requireStarter) { objs[i].SetupAfterStarter(); } } Timer.Add(Time.DeltaTimeFixed * 2, () => PostSetup()); }
void Awake() { for (var i = 0; i < factories.Count; i++) { Toolbox.Add(factories[i]); } Toolbox.Add <ProcessingSceneLoad>().Setup(ScenesToKeep, SceneDependsOn, this); }
protected override void Setup() { Toolbox.Get <DataCryoshockGameSession>().score = 0; Toolbox.Add <ProcessingVoice>(); Toolbox.Add <ProcessingSaveGroups>(); Toolbox.Add <ProcessingCameraShake>(); Toolbox.Add <ProcessingParallax>(); Toolbox.Add <ProcessingScore>(); Toolbox.Add <ProcessingGame>(); Toolbox.Get <ProcessingSceneLoad>().sceneClosing = CloseScene; }
public override void Plug() { Toolbox.Add(this); }
public override void Plug() { Toolbox.Add <ProcessingConsole>().Setup(commandsDebug); }
private void Awake() { Default = this; Toolbox.Add(this); }
protected static T Add <T>() where T : new() { return(Toolbox.Add <T>()); }