예제 #1
0
//		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();
            }
        }
예제 #2
0
        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();
            }
        }
예제 #3
0
        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;
 }