public void Setup() { FunctionsManager.Initialize(); SpriteManager.Initialize(); AudioManager.Initialize(); CharacterNameManager.Initialize(); }
public void Init() { FunctionsManager.Initialize(); FunctionsManager.ScheduledEvent.LoadScript(LuaFunctionString, "ScheduledEvent", Functions.Type.Lua); PrototypeManager.Initialize(); JToken reader = JToken.Parse(JsonPrototypeString); PrototypeManager.ScheduledEvent.Add(new ScheduledEvent("ping_log", evt => UnityDebugger.Debugger.LogFormat("Scheduler", "Event {0} fired", evt.Name))); PrototypeManager.ScheduledEvent.LoadJsonPrototypes((JProperty)reader.First); // The problem with unit testing singletons ///scheduler = Scheduler.Scheduler.Current; scheduler = new Scheduler.Scheduler(); callback = evt => UnityDebugger.Debugger.LogFormat("SchedulerTest", "Event {0} fired", evt.Name); }
public void Awake() { if (Instance == null || Instance == this) { Instance = this; } else { UnityDebugger.Debugger.LogError("Two 'MainMenuController' exist, deleting the new version rather than the old."); Destroy(this.gameObject); } PrototypeManager.Initialize(); FunctionsManager.Initialize(); SpriteManager.Initialize(); AudioManager.Initialize(); // Load Mods and Settings on awake rather than on Starts ModsManager = new ModsManager(); Settings.LoadSettings(); }
public void OnEnable() { if (Instance == null || Instance == this) { Instance = this; } else { UnityDebugger.Debugger.LogError("WorldController", "There should never be two world controllers."); } FunctionsManager.Initialize(); PrototypeManager.Initialize(); CharacterNameManager.Initialize(); SpriteManager.Initialize(); AudioManager.Initialize(); // FIXME: Do something real here. This is just to show how to register a C# event prototype for the Scheduler. PrototypeManager.ScheduledEvent.Add( new ScheduledEvent( "ping_log", (evt) => UnityDebugger.Debugger.LogFormat("Scheduler", "Event {0} fired", evt.Name))); ModsManager = new ModsManager(); // Reload incase any mods have changed settings Settings.LoadSettings(); if (SceneController.LoadWorldFromFileName != null) { CreateWorldFromSaveFile(SceneController.LoadWorldFromFileName); SceneController.LoadWorldFromFileName = null; } else { CreateEmptyWorld(); } SoundController = new SoundController(World); }