private void TearDown() { ReplaceOnCreated.Subscribe(false); if (m_Systems == null) { return; } m_Systems.TearDown(); }
// Awake is before other game objects' start calls. private void Awake() { TearDown(); ReplaceOnCreated.Subscribe(true); // get a reference to the contexts var contexts = Contexts.sharedInstance; // create the systems by creating individual features m_Systems = new Feature("Systems") .Add(new ClickPointInputSystem(contexts)) .Add(new TiltInputSystem(contexts)) .Add(new DrivableBodySystem(contexts)) .Add(new AirSupplySystem()) .Add(new LivingSystem(contexts)); // call Initialize() on all of the IInitializeSystems m_Systems.Initialize(); ScoreModel.GetInstance().score.value = 0; }