// Update is called once per frame void Update() { // need to check open degree if we are physics... switch (OpenMethod) { case OpenStyle.None: break; case OpenStyle.Rise: updateRiseDoor(); break; case OpenStyle.Physics: updatePhysicsDoor(); break; } // Update the culling. bool canTransit = !isClosed || !BlocksVision || wasRecentlyToldToOpen; AStarCuller culler = CoM.Culler; if (culler != null) { if (gridReference != null) { culler.SetCanTransit(gridReference.GridX, gridReference.GridY, gridReference.Direction, canTransit); } } if (Log) { _debugString = string.Format("HoldOpen:{0} HoldOpenTimer:{1} ", HoldOpen, holdOpenDelayTimer); } }
public override void Initialize() { Trace.Log("Starting game"); RequiredStaticData = new string[] { //"Dungeon", "Guilds", "Races", "ItemClasses", "ItemTypes", "Items", "MonsterClasses", "MonsterTypes", "Monsters", "SpellClasses", "Spells", "Skills", "DamageTypes" }; State = new GameStateManager(); Settings.ReadSettings(); ProcessParameters(); base.Initialize(); SetFloodLight(Settings.Advanced.FloodLight); PostMessage("Welcome to Endurance."); Culler = new AStarCuller(); PushState(new LoadingState()); if (AutoSaveInterval != 0) { StartCoroutine(AutoSaveTimer()); } if (PhoneHomeInterval != 0) { StartCoroutine(PhoneHomeTimer()); } StartCoroutine(UpdateTickTimer()); ResourceManager.UpdateHighDPI(); }