// Use this for initialization public override void Start() { base.Start(); _myRelayNode = GetComponent <MmRelayNode>(); _myRelayNode.MmInvoke(MmMethod.Initialize, new MmMetadataBlock(MmLevelFilterHelper.SelfAndChildren, MmActiveFilter.All)); }
/// <summary> /// Awake initializes completion state FSM /// </summary> public override void Awake() { //Debug.Log ("Awake called on: " + gameObject.name); InitializeCompletionFSM(); _mmRelayNode = GetComponent <MmRelayNode>(); base.Awake(); }
/// <summary> /// Start this instance. /// </summary> public override void Start() { Results = new StringBuilder(); //Debug.Log ("Set to repeat call: " + Repetitions + " times."); Results.AppendLine("Set to repeat call: " + Repetitions + " times."); //Prepare the relay node for the mercury test myNode = GetRelayNode(); mmBlock = new MmMetadataBlock(MmLevelFilter.Self, MmActiveFilter.All); //Prepare the stopwatch we'll use across tests. It will be reset each time. stopWatch = new System.Diagnostics.Stopwatch(); //Prepare the total time stop watch. totalWatch = new System.Diagnostics.Stopwatch(); OnEventTest += SimpleFunction; }
public void Start() { _myRelayNode = GetComponent <MmRelayNode>(); }
/// <summary> /// Extract a task responder from a given MmRelayNode. /// </summary> /// <param name="_mmRelayNode">MmRelayNode - should share GameObject with /// a task responder.</param> /// <returns>MmTaskResponder, if present on GameObject.</returns> public MmTaskResponder <U> GetTaskResponder(MmRelayNode _mmRelayNode) { return(_mmRelayNode.GetComponent <MmTaskResponder <U> > ()); }