public static void OnGameStart() { SceneSelector selector = null; foreach (var scene in ContentProvider.GetAvailableContent <Scene>()) { selector = scene.Res?.FindComponent <SceneSelector>() ?? selector; } if (selector == null) { Logs.Game.WriteWarning("Unable to set scenes, SceneSelector not found."); } else { _gameScene = selector.Game; _menuScene = selector.Menu; if (_gameScene.Res == null || _menuScene.Res == null) { Logs.Game.WriteWarning("Scene Selector ContentRefs aren't available, unable to set scenes."); } } OldContext.ClearNotifications(); }
public static void Cleanup() { var networker = CupboardApp.Networker; // This is silly. Perhaps keep a private ref to the original networker instead? if (networker != null) { networker.Joined -= Networker_Joined; networker.Disconnected -= Networker_Disconnected; networker.UnexpectedError -= Networker_UnexpectedError; networker.DataRecieved -= Networker_DataRecieved; } OldContext.ClearNotifications(); }