private void Awake() { Application.targetFrameRate = 60; var random = new Random(DateTime.UtcNow.Millisecond); UnityEngine.Random.InitState(random.Next()); Rand.game = new Rand(random.Next()); _contexts = Contexts.sharedInstance; _contexts.config.SetGameConfig(_gameConfig); // _contexts.gameState.isInitialization = true; _updateSystems = new UpdateSystems(_contexts); _fixedUpdateSystems = new FixedUpdateSystems(_contexts); _lateUpdateSystems = new LateUpdateSystems(_contexts); _updateSystems.ActivateReactiveSystems(); _fixedUpdateSystems.ActivateReactiveSystems(); _lateUpdateSystems.ActivateReactiveSystems(); _updateSystems.Initialize(); _fixedUpdateSystems.Initialize(); _lateUpdateSystems.Initialize(); }
void Start() { _contexts = Contexts.sharedInstance; _game = _contexts.game; _game.SetGlobals(globals).AddName("Globals"); _game.SetCharacters(characters).AddName("Characters"); _game.SetUIRoot(uiRoot).AddName("UIRoot"); _updateSystems = new UpdateSystems(_contexts); _fixedUpdateSystems = new FixedUpdateSystems(); _updateSystems.Initialize(); _fixedUpdateSystems.Initialize(); }
private void Awake() { _contexts = Contexts.sharedInstance; _services = new Services(); Configure(_contexts); CreateServices(_contexts, _services); _updateSystems = new UpdateSystems(_contexts, _services); _fixedUpdateSysems = new FixedUpdateSystems(_contexts, _services); _updateSystems.Initialize(); _fixedUpdateSysems.Initialize(); }