public static void OnWorldPostBegin() { Debug.Log(LogLevel.Display, "Hello, Unreal Engine!"); TestSystems testSystem = default; if (World.GetActor <LevelScript>().GetEnum("Test Systems", ref testSystem)) { Debug.AddOnScreenMessage(-1, 3.0f, Color.LightGreen, testSystem + " system started!"); } runningSystem = testSystem switch { TestSystems.AssertionConsistency => new AssertionConsistency(), TestSystems.AudioPlayback => new AudioPlayback(), TestSystems.BlueprintsExtensibility => new BlueprintsExtensibility(), TestSystems.DebugVisualization => new DebugVisualization(), TestSystems.DynamicEvents => new DynamicEvents(), TestSystems.DynamicsConsistency => new DynamicsConsistency(), TestSystems.ExceptionsConsistency => new ExceptionsConsistency(), TestSystems.ExternalConsistency => new ExternalConsistency(), TestSystems.InstancedStaticMeshes => new InstancedStaticMeshes(), TestSystems.ObjectOrientedDesign => new ObjectOrientedDesign(), TestSystems.PhysicsSimulation => new PhysicsSimulation(), TestSystems.RadialForce => new RadialForce(), TestSystems.RuntimeConsistency => new RuntimeConsistency(), TestSystems.SkeletalMeshes => new SkeletalMeshes(), TestSystems.SpatialQueries => new SpatialQueries(), TestSystems.StaticMeshes => new StaticMeshes(), TestSystems.TextureAssets => new TextureAssets(), _ => throw new Exception("Unknown system") }; runningSystem.OnBeginPlay(); }
private void Start() { if (instance != null) { Tool.DeBugWarning("system should only one"); } else { instance = this; } UISource.Intialize(); CardInfoSource.Intialize(); BattleSystem.Intialize(); battlePresenter.Intialize(); StartCoroutine(IntializedScene()); }