private void Awake() { Toolbox.Add(blueprints); Time.Default = Toolbox.Create <Time>(); ProcessingTimer.Default = Toolbox.Create <ProcessingTimer>(); ProcessingSignals.Default = Toolbox.Create <ProcessingSignals>(); ProcessingPool.Default = Toolbox.Create <ProcessingPool>(); Box.Default = Toolbox.Create <Box>(); ProcessingEntities.Default = Toolbox.Create <ProcessingEntities>(); ProcessingScene.Default = Toolbox.Create <ProcessingScene>(); for (var i = 0; i < pluggables.Count; i++) { pluggables[i].Plug(); } Toolbox.Add(dataGameSession); Toolbox.Add(dataGameSettings); Application.runInBackground = false; ProcessingFastPool <Timer> .Instance.Populate(50); }
void Awake() { ProcessingScene.Dynamic = GameObject.Find("Dynamic").transform; if (ProcessingUpdate.Default == null) { ProcessingUpdate.Create(); } if (ProcessingSceneLoad.Default == null) { ProcessingSceneLoad.Default = Toolbox.Create <ProcessingSceneLoad>(); } ProcessingSceneLoad.Default.Setup(ScenesToKeep, SceneDependsOn, this); }