// public static void Reset () // { // LockstepManager.Deactivate (); // GameObject.Instantiate (MainGameManager.gameObject); // } internal static void Setup() { DefaultMessageRaiser.EarlySetup(); LSDatabaseManager.Setup(); Command.Setup(); GridManager.Setup(); InputCodeManager.Setup(); AbilityDataItem.Setup(); AgentController.Setup(); ProjectileManager.Setup(); EffectManager.Setup(); PhysicsManager.Setup(); ClientManager.Setup(); Time.fixedDeltaTime = DeltaTimeF; Time.maximumDeltaTime = Time.fixedDeltaTime * 2; DefaultMessageRaiser.LateSetup(); if (onSetup != null) { onSetup(); } }
internal static void Setup() { DefaultMessageRaiser.EarlySetup(); LSDatabaseManager.Setup(); Command.Setup(); UnityInstance = GameObject.CreatePrimitive(PrimitiveType.Quad).AddComponent <MonoBehaviour>(); GameObject.Destroy(UnityInstance.GetComponent <Collider>()); UnityInstance.GetComponent <Renderer>().enabled = false; GameObject.DontDestroyOnLoad(UnityInstance.gameObject); GridManager.Setup(); AbilityDataItem.Setup(); AgentController.Setup(); TeamManager.Setup(); ProjectileManager.Setup(); EffectManager.Setup(); PhysicsManager.Setup(); ClientManager.Setup(); Time.fixedDeltaTime = BaseDeltaTime; Time.maximumDeltaTime = Time.fixedDeltaTime * 2; InputCodeManager.Setup(); DefaultMessageRaiser.LateSetup(); if (onSetup != null) { onSetup(); } }
internal static void Setup() { DefaultMessageRaiser.EarlySetup(); LSDatabaseManager.Setup(); UnityInstance = GameObject.CreatePrimitive(PrimitiveType.Quad).AddComponent <MonoBehaviour>(); GameObject.Destroy(UnityInstance.GetComponent <Collider>()); UnityInstance.GetComponent <Renderer>().enabled = false; GameObject.DontDestroyOnLoad(UnityInstance.gameObject); GridManager.Setup(); AbilityInterfacer.Setup(); AgentController.Setup(); TeamManager.Setup(); ProjectileManager.Setup(); EffectManager.Setup(); PhysicsManager.Setup(); ClientManager.Setup(MainGameManager.MainNetworkHelper); Application.targetFrameRate = 60; Time.fixedDeltaTime = BaseDeltaTime; Time.maximumDeltaTime = Time.fixedDeltaTime * 2; InputCodeManager.Setup(); DefaultMessageRaiser.LateSetup(); }
protected override void OnSetup() { FireCount = FirePeriod; Turner = Agent.GetAbility <FPSTurn>(); base.DoRawExecute = true; StartShootCode = InputCodeManager.GetCodeID("StartShoot"); EndShootCode = InputCodeManager.GetCodeID("EndShoot"); IsFiring = false; }