public static void Create() { var obj = new GameObject("ActorsUpdate"); DontDestroyOnLoad(obj); Default = obj.AddComponent <ProcessorUpdate>(); }
public void Dispose() { ProcessorSignals.Remove(this); ProcessorUpdate.Remove(this); OnDispose(); }
void Awake() { if (ProcessorUpdate.Default == null) { ProcessorUpdate.Create(); } ProcessorScene.Default.Setup(ScenesToKeep, SceneDependsOn, this); }
public static void InitializeObject(object obj) { var awakeble = obj as IAwake; if (awakeble != null) { awakeble.OnAwake(); } ProcessorUpdate.Add(obj); }
void OnEnable() { if (Starter.initialized == false) { return; } HandleEnable(); ProcessorSignals.Default.Add(this); ProcessorUpdate.Add(this); }
void Awake() { if (ProcessorUpdate.Default == null) { ProcessorUpdate.Create(); } for (var i = 0; i < pluggables.Count; i++) { pluggables[i].Plug(); } }
void Awake() { if (ProcessorUpdate.Default == null) { ProcessorUpdate.Create(); } for (var i = 0; i < pluggables.Count; i++) { pluggables[i].Plug(); } if (gameSession != null) { Toolbox.Add(gameSession); } if (gameSettings != null) { Toolbox.Add(gameSettings); } }
void Awake() { Default = this; }
void OnDisable() { HandleDisable(); ProcessorUpdate.Remove(this); ProcessorSignals.Default.Remove(this); }