public override void Init() { base.Init(); // PlayerState GameObject gops = MonoBehaviour.Instantiate(FCgManager_Prefab.Get().EmptyGameObject); gops.name = "MGgPlayerState"; PlayerState = gops.AddComponent <MGgPlayerState>(); PlayerState.Init(); // Manager Input Manager_Input = new FGgManager_Input(); Manager_Input.CurrentInputActionMap = EGgInputActionMap.Game.Value; GameEventInfoPriorityList.Add(new FCgGameEventInfo()); // StartMoveForward GameEventInfoPriorityList.Add(new FCgGameEventInfo()); // StopMoveForward GameEventInfoPriorityList.Add(new FCgGameEventInfo()); // StartMoveBackward GameEventInfoPriorityList.Add(new FCgGameEventInfo()); // StopMoveBackward GameEventInfoPriorityList.Add(new FCgGameEventInfo()); // StartJump GameEventInfoPriorityList.Add(new FCgGameEventInfo()); // StopJump GameEventInfoPriorityList.Add(new FCgGameEventInfo()); // StartFire GameEventInfoPriorityList.Add(new FCgGameEventInfo()); // StopFire }
public override void Init() { base.Init(); GameObject gopc = MonoBehaviour.Instantiate(FCgManager_Prefab.Get().EmptyGameObject); gopc.name = "MGgPlayerController"; PlayerControllers.Add(gopc.AddComponent <MGgPlayerController>()); Player = (MGgPlayerController)PlayerControllers[0]; Player.Index = 0; Player.Init(); ICgManager_Projectile.Init(typeof(FCgManager_Projectile)); ICgManager_Projectile.Get().TypeMap.Add(EGgProjectileType.Bullet, typeof(MGgProjectile)); ICgManager_Projectile.Get().CreatePool(EGgProjectileType.Bullet, 10); }
public override void Init() { // Initialize EnumClassMaps FCgEnumClassLinker.Init(); CurrentState = EGgGameInstanceState.OnBoard; base.Init(); // TODO: Look into streaming between Menu and Game GameObject gogs = MonoBehaviour.Instantiate(FCgManager_Prefab.Get().EmptyGameObject); gogs.name = "MGgGameState"; GameState = gogs.AddComponent <MGgGameState>(); GameState.Init(); GameState.OnBeginPlay(); }