public void Setup() { Instance = this; comms = new CommunicationNode(); comms.EnableNode(this); }
public override void Initialize() { if (Instance != null) { Log("Warning: " + this.GetType().Name + " is a singleton. Trying to create more than one may cause issues!"); return; } Instance = this; comms = new CommunicationNode(); comms.EnableNode(this); //Must manually set these for them to show up in the config file //I know this looks super wonky but it's the current best way to handle this GlobalSettings.GatheringSwarmChanges = GlobalSettings.GatheringSwarmChanges; GlobalSettings.WaywardCompassChanges = GlobalSettings.WaywardCompassChanges; GlobalSettings.HeavyBlowChanges = GlobalSettings.HeavyBlowChanges; Log(this.GetType().Name + " initializing!"); SetupDefaulSettings(); UnRegisterCallbacks(); RegisterCallbacks(); Log(this.GetType().Name + " is done initializing!"); }
public void Setup() { Dev.Where(); Instance = this; comms = new CommunicationNode(); comms.EnableNode(this); UnityEngine.SceneManagement.SceneManager.sceneLoaded -= SceneLoaded; UnityEngine.SceneManagement.SceneManager.sceneLoaded += SceneLoaded; Dev.Log("Menu Loaded!"); }
public override void Initialize() { if (Instance != null) { Log("Warning: EnemyRandomizer is a singleton. Trying to create more than one may cause issues!"); return; } Instance = this; comms = new CommunicationNode(); comms.EnableNode(this); Log("Enemy Randomizer Mod initializing!"); SetupDefaulSettings(); UnRegisterCallbacks(); RegisterCallbacks(); //create the database that will hold all the loaded enemies if (database == null) { database = new EnemyRandomizerDatabase(); } if (logic == null) { logic = new EnemyRandomizerLogic(database); } //create the loader which will handle loading all the enemy types in the game if (loader == null) { loader = new EnemyRandomizerLoader(database); } //Create all mod UI elements and their manager if (menu == null) { menu = new Menu.RandomizerMenu(); } database.Setup(); loader.Setup(); menu.Setup(); ContractorManager.Instance.StartCoroutine(DebugInput()); }
public override void Initialize() { if (Instance != null) { Log("Warning: " + this.GetType().Name + " is a singleton. Trying to create more than one may cause issues!"); return; } Instance = this; comms = new CommunicationNode(); comms.EnableNode(this); Log(this.GetType().Name + " initializing!"); SetupDefaulSettings(); UnRegisterCallbacks(); RegisterCallbacks(); }