/// <summary> /// Initializes a new instance of the <see cref="GameViewModel"/> class. /// </summary> /// <param name="events"> /// The events aggregator. /// </param> public GameViewModel(IEventAggregator events) { _events = events; _events.Subscribe(this); _isMainWindowEnabled = true; _sf4Memory = SF4Memory.Instance; _inputResolver = InputResolver.Instance; Execute.OnUIThread( () => { _panel = new Panel(); CreateGameProcess(_panel.Handle); }); }
/// <summary> /// Initializes a new instance of the <see cref="GameViewModel"/> class. /// </summary> /// <param name="events">The events aggregator.</param> /// <param name="gameExecuteablePath">The game executable path.</param> public GameViewModel(IEventAggregator events, string gameExecuteablePath) { _events = events; _events.Subscribe(this); _gameExecuteablePath = Settings.Default.Properties["SSFIVLocation"].DefaultValue.ToString(); _isMainWindowEnabled = true; _sf4Memory = new SF4Memory(true); _inputResolver = new InputResolver(_sf4Memory); Execute.OnUIThread( () => { _panel = new System.Windows.Forms.Panel(); CreateGameProcess(_panel.Handle); }); }
void Awake() { inputResolver = GameObject.FindGameObjectWithTag("GameController").GetComponent<InputResolver>(); }
// Use this for initialization void Awake() { allUnitsArr = GameObject.FindObjectsOfType<Soldier>(); soldiers = new List<Soldier>(allUnitsArr); prevSoldierPos = new List<Vector3>(); for (int i = 0; i < soldiers.Count; i++) { soldiers[i].soldierSight.GetComponent<SoldierSight>().Attach(soldiers[i]); prevSoldierPos.Add(soldiers[i].transform.position); } inputResolver = GameObject.FindObjectOfType<InputResolver>(); }
void Awake() { inputResolver = gameObject.GetComponent<InputResolver>(); }