Machine CreateMachine(int ins, int outs) { Machine m = new Machine(); m.SetSize(new Point(1, System.Math.Max(ins, outs))); m._inputs = new MachineConnector[ins]; for (int i = 0; i < m._inputs.Length; i++) { m._inputs[i] = new MachineConnector(); m._inputs[i]._localDir = Direction.Left; m._inputs[i]._local.X = 0; m._inputs[i]._local.Y = i; m._inputs[i]._input = true; m._inputs[i]._thisMachine = m; } m._outputs = new MachineConnector[outs]; for (int i = 0; i < m._outputs.Length; i++) { m._outputs[i] = new MachineConnector(); m._outputs[i]._localDir = Direction.Right; m._outputs[i]._local.X = 0; m._outputs[i]._local.Y = i; m._outputs[i]._input = false; m._outputs[i]._thisMachine = m; } MachineManager.CreateInstance(); MachineManager.RegisterMachine(m); return(m); }
private void Awake() { if (_instance != null && _instance != this) { Destroy(gameObject); return; } _instance = this; DontDestroyOnLoad(gameObject); GDK.CreateInstance(); MachineManager.CreateInstance(); InputManager.CreateInstance(); SimulationRunner.CreateInstance(); }
Machine CreateMachine(int ins, int outs) { Machine m = new Machine(); m._inputs = new MachineConnector[ins]; for (int i = 0; i < m._inputs.Length; i++) { m._inputs[i] = new MachineConnector(); } m._outputs = new MachineConnector[outs]; for (int i = 0; i < m._outputs.Length; i++) { m._outputs[i] = new MachineConnector(); } MachineManager.CreateInstance(); MachineManager.RegisterMachine(m); return(m); }