public void Initialize(UserConfigurationManager config, UnityReferenceMaster unityReferenceMaster) { _cameraTransform = unityReferenceMaster.Camera.transform; _audio = GetComponent <AudioSource>(); _config = config; _unityReferenceMaster = unityReferenceMaster; _unityReferenceMaster.OnGamePausedChangedEvent += OnGamePausedChanged; _config.OnGameVolumeChangedEvent += OnGameVolumeChanged; _config.OnMusicVolumeChangedEvent += OnMusicVolumeChanged; MarkAsInitialized(); }
public void Initialize(UserConfigurationManager config, UnityReferenceMaster unityReferenceMaster) { _cameraTransform = unityReferenceMaster.Camera.transform; _audio = GetComponent<AudioSource>(); _config = config; _unityReferenceMaster = unityReferenceMaster; _unityReferenceMaster.OnGamePausedChangedEvent += OnGamePausedChanged; _config.OnGameVolumeChangedEvent += OnGameVolumeChanged; _config.OnMusicVolumeChangedEvent += OnMusicVolumeChanged; MarkAsInitialized(); }
public PoolingAudioPlayer(Logger logger, UserConfigurationManager config, UnityReferenceMaster unityReferenceMaster, GameObject audioSourcePrefab) { _logger = logger; _config = config; _sourceParent = Object.Instantiate(new GameObject()); _sourceParent.name = "audio_source_parent"; _sources = new PooledAudioSource[NumberOfSources]; for (var i = 0; i < NumberOfSources; i++) { _sources[i] = Object.Instantiate(audioSourcePrefab).GetComponent <PooledAudioSource>(); _sources[i].transform.SetParent(_sourceParent.transform); _sources[i].Initialize(config, unityReferenceMaster); } }
public PoolingAudioPlayer(Logger logger, UserConfigurationManager config, UnityReferenceMaster unityReferenceMaster, GameObject audioSourcePrefab) { _logger = logger; _config = config; _sourceParent = Object.Instantiate(new GameObject()); _sourceParent.name = "audio_source_parent"; _sources = new PooledAudioSource[NumberOfSources]; for (var i = 0; i < NumberOfSources; i++) { _sources[i] = Object.Instantiate(audioSourcePrefab).GetComponent<PooledAudioSource>(); _sources[i].transform.SetParent(_sourceParent.transform); _sources[i].Initialize(config, unityReferenceMaster); } }
public void Start() { /* RESOURCE LIST CREATION */ #if UNITY_EDITOR AssetDatabase.Refresh(); FileServices.CreateResourcesList("Assets/Resources/resourceslist.txt"); #endif FileServices.LoadResourcesList("resourceslist"); #region LOAD RESOURCES // logger and ioc _logger = new Logger("info.log", false); _resolver = new IoCResolver(_logger); _resolver.RegisterItem(_logger); _config = new UserConfigurationManager(new UserConfigurationData { GameVolume = 1f, MusicVolume = 1f }); _resolver.RegisterItem(_config); // messager _messager = new Messager(); _resolver.RegisterItem(_messager); // unity reference master _unity = GetComponent<UnityReferenceMaster>(); _unity.DebugModeActive = false; _resolver.RegisterItem(_unity); // player var player = new UserAccountManager(); _resolver.RegisterItem(player); // material provider var materialProvider = new MaterialProvider(_logger); MaterialLoader.LoadMaterial(materialProvider,"Materials"); _resolver.RegisterItem(materialProvider); // texture provider var textureProvider = new TextureProvider(_logger); var spriteProvider = new SpriteProvider(_logger); TextureLoader.LoadTextures(textureProvider, spriteProvider, "Textures"); _resolver.RegisterItem(textureProvider); _resolver.RegisterItem(spriteProvider); // sound provider var soundProvider = new SoundProvider(_logger); SoundLoader.LoadSounds(_logger, soundProvider, "Sounds"); _resolver.RegisterItem(soundProvider); // prefab provider var prefabProvider = new PrefabProvider(_logger); PrefabLoader.LoadPrefabs(prefabProvider); _resolver.RegisterItem(prefabProvider); // pooling var poolingObjectManager = new PoolingObjectManager(_logger, prefabProvider); _resolver.RegisterItem(poolingObjectManager); var soundPoolManager = new PoolingAudioPlayer(_logger, _config, _unity, prefabProvider.GetPrefab("audio_source_prefab")); _resolver.RegisterItem(soundPoolManager); _particles = new PoolingParticleManager(_resolver); _resolver.RegisterItem(_particles); // canvas provider var canvasProvider = new CanvasProvider(_logger); _unity.LoadCanvases(canvasProvider); _resolver.RegisterItem(canvasProvider); // data provider var gameDataProvider = new GameDataProvider(_logger); /* DATA GOES HERE */ _resolver.RegisterItem(gameDataProvider); #endregion _uiManager = new UiManager(); _resolver.RegisterItem(_uiManager); // lock the resolver (stop any new items being registered) _resolver.Lock(); /* BEGIN STATE */ _currentState = new MenuState(_resolver); _currentState.Initialize(); /* SUBSCRIBE FOR GAME END */ _onExit = _messager.Subscribe<ExitMessage>(OnExit); }