// ------------------ Methods override protected void Awake() { base.Awake(); Debug.Log("GameController.Awake()"); GameController.OnDestroying += GameController_OnDestroying; TickController.Instantiate(); AudioController.Instantiate(); InputController.Instantiate(); ViewController.Instantiate(); ResourceController.Instantiate(); Application.targetFrameRate = 30; _screenBounds = UnityEngineReplacementUtility.Convert(GameUtility.GetOrthographicBounds(Camera.main)); SetupPools(); SetupPoolObserver(); //order matters //1 - Systems that depend on entities will internally listen for entity creation before reacting - nice! SetupSystems(); //2 SetupEntities(); //place a ball in the middle of the screen w/ velocity _pool.CreateEntity().willStartNextRound = true; }
// ------------------ Methods override protected void Awake() { base.Awake(); Debug.Log("GameController.Awake()"); AudioController.Instantiate(); InputController.Instantiate(); ResourceController.Instantiate(); TickController.Instantiate(); ViewController.Instantiate(); GameController.OnDestroying += GameController_OnDestroying; Application.targetFrameRate = 30; SetupPools(); SetupPoolObserver(); //order matters //1 - Systems that depend on entities will internally listen for entity creation before reacting - nice! SetupSystems(); //2 SetupEntities(); }