public void RepopulateHardware(IGamelogicEngine gle) { MappingConfig.Clear(false); MappingConfig.PopulateSwitches(gle.RequestedSwitches, this); MappingConfig.PopulateLamps(gle.RequestedLamps, this); MappingConfig.PopulateCoils(gle.RequestedCoils, this); MappingConfig.PopulateWires(gle.AvailableWires, this); // hook up plunger var plunger = GetComponentInChildren <PlungerComponent>(); if (plunger) { const string description = "Manual Plunger"; var plungerMapping = MappingConfig.Wires.FirstOrDefault(mc => mc.Description == description); if (plungerMapping == null) { var mapping = new WireMapping().WithId(); mapping.Description = description; mapping.Source = SwitchSource.InputSystem; mapping.SourceInputActionMap = InputConstants.MapCabinetSwitches; mapping.SourceInputAction = InputConstants.ActionPlunger; mapping.DestinationDevice = plunger; mapping.DestinationDeviceItem = PlungerComponent.PullCoilId; MappingConfig.AddWire(mapping); } } }
public void Awake(IGamelogicEngine gamelogicEngine) { _gamelogicEngine = gamelogicEngine; _gamelogicEngine.OnDisplaysRequested += HandleDisplayRequested; _gamelogicEngine.OnDisplayFrame += HandleFrameEvent; var dmds = Object.FindObjectsOfType <DisplayComponent>(); foreach (var dmd in dmds) { Logger.Info($"[Player] Display \"{dmd.Id}\" connected."); _displayGameObjects[dmd.Id] = dmd; } }
private void Awake() { var tableComponent = gameObject.GetComponent <TableAuthoring>(); var engineComponent = GetComponent <IGameEngineAuthoring>(); Table = tableComponent.CreateTable(tableComponent.Data); BallManager = new BallManager(Table, TableToWorld); _inputManager = new InputManager(); if (engineComponent != null) { GameEngine = engineComponent.GameEngine; } EngineProvider <IPhysicsEngine> .Set(physicsEngineId); EngineProvider <IPhysicsEngine> .Get().Init(tableComponent, BallManager); if (!string.IsNullOrEmpty(debugUiId)) { EngineProvider <IDebugUI> .Set(debugUiId); } }
public void Awake(TableComponent tableComponent, IGamelogicEngine gamelogicEngine, InputManager inputManager) { _tableComponent = tableComponent; _gamelogicEngine = gamelogicEngine; _inputManager = inputManager; }