예제 #1
0
        private void Awake()
        {
            i = this;

            usersInfoPool = PoolManager.i.GetPool(MINIMAP_USER_ICONS_POOL_NAME);
            if (usersInfoPool == null)
            {
                usersInfoPool = PoolManager.i.AddPool(
                    MINIMAP_USER_ICONS_POOL_NAME,
                    Instantiate(userIconPrefab.gameObject, overlayContainer.transform),
                    maxPrewarmCount: MINIMAP_USER_ICONS_MAX_PREWARM,
                    isPersistent: true);
                usersInfoPool.ForcePrewarm();
            }

            NAVMAP_CHUNK_LAYER = LayerMask.NameToLayer("NavmapChunk");

            MinimapMetadata.GetMetadata().OnSceneInfoUpdated += MapRenderer_OnSceneInfoUpdated;
            MinimapMetadata.GetMetadata().OnUserInfoUpdated  += MapRenderer_OnUserInfoUpdated;
            MinimapMetadata.GetMetadata().OnUserInfoRemoved  += MapRenderer_OnUserInfoRemoved;

            ParcelHighlightButton.onClick.AddListener(() => { ClickMousePositionParcel(); });

            playerWorldPosition.OnChange += OnCharacterMove;
            playerRotation.OnChange      += OnCharacterRotate;

            parcelHighlightImage.rectTransform.localScale = new Vector3(parcelHightlightScale, parcelHightlightScale, 1f);

            parcelHoldCountdown = parcelHoldTimeInSeconds;
        }
예제 #2
0
        public void EnsureEntityPool() // TODO: Move to PoolManagerFactory
        {
            if (PoolManager.i.ContainsPool(EMPTY_GO_POOL_NAME))
            {
                return;
            }

            GameObject go   = new GameObject();
            Pool       pool = PoolManager.i.AddPool(EMPTY_GO_POOL_NAME, go, maxPrewarmCount: 2000, isPersistent: true);

            if (prewarmEntitiesPool)
            {
                pool.ForcePrewarm();
            }
        }
예제 #3
0
        private void EnsurePools()
        {
            usersInfoPool = PoolManager.i.GetPool(MINIMAP_USER_ICONS_POOL_NAME);

            if (usersInfoPool == null)
            {
                usersInfoPool = PoolManager.i.AddPool(
                    MINIMAP_USER_ICONS_POOL_NAME,
                    Instantiate(userIconPrefab.gameObject, overlayContainer.transform),
                    maxPrewarmCount: MINIMAP_USER_ICONS_MAX_PREWARM,
                    isPersistent: true);

                if (!Configuration.EnvironmentSettings.RUNNING_TESTS)
                {
                    usersInfoPool.ForcePrewarm();
                }
            }
        }