예제 #1
0
        private void LateUpdate()
        {
            var d = Time.deltaTime;

            PlayerInteractiveObjectManager.Get().LateTick(d);
            InteractiveObjectV2Manager.Get().LateTick(d);
            PlayerActionEntryPoint.Get().LateTick(d);

            ObstacleOcclusionCalculationManagerV2.Get().LateTick();
            RangeIntersectionCalculationManagerV2.Get().LateTick();
        }
예제 #2
0
        private void Update()
        {
            var d = Time.deltaTime;

            BeforeTick(d);


            TutorialManager.Get().Tick(d);
            PuzzleTutorialEventSenderManager.Get().Tick(d);

            BlockingCutscenePlayerManager.Get().Tick(d);

            PlayerActionEntryPoint.Get().Tick(d);

            PlayerInteractiveObjectManager.Get().Tick(d);
            PlayerInteractiveObjectManager.Get().AfterTicks(d);

            CameraMovementManager.Get().Tick(d);

            ObstacleOcclusionCalculationManagerV2.Get().Tick(d);
            RangeIntersectionCalculationManagerV2.Get().Tick(d);

            RangeObjectV2Manager.Get().Tick(d);

            InteractiveObjectV2Manager.Get().Tick(d);

            InteractiveObjectV2Manager.Get().AfterTicks(d);

            GroundEffectsManagerV2.Get().Tick(d);
            DottedLineRendererManager.Get().Tick();
            SelectableObjectManagerV2.Get().Tick(d);
            CircleFillBarRendererManager.Get().Tick(d);

#if UNITY_EDITOR
            EditorOnlyManagers.Tick(d);
#endif
        }
예제 #3
0
 public FrustumGroundEffectManager(RangeTypeInherentConfigurationData rangeTypeInherentConfigurationData, FrustumRangeObjectRenderingDataProvider FrustumRangeObjectRenderingDataprovider) : base(rangeTypeInherentConfigurationData)
 {
     this.FrustumRangeObjectRenderingDataprovider = FrustumRangeObjectRenderingDataprovider;
     ObstacleOcclusionCalculationManagerV2        = ObstacleOcclusionCalculationManagerV2.Get();
 }