示例#1
0
        public GameController(Config config)
        {
            InstanceLocator.RegisterInstance <GameController>(this);

            this._config = config;

            this.PlayerUs = new Player(this, Player.PlayerType_t.Us);
            if (this._config.gameType == GameType_t.MULTI_PLAYER)
            {
                this.PlayerOther = new Player(this, Player.PlayerType_t.Other);
            }

            if (this.GameType == GameType_t.SINGLE_PLAYER)
            {
                this.LoadGameSceneObjects();
            }
            else
            {
                MultiPlayerManager.Instance.StartGameInRoom();
                MultiPlayerManager.OnOtherPlayerLeftRoom += this.HandleOtherPlayerLeftRoom;

                // TODO: Hack: This is to give enough time for the other clients to load their game scene as well
                // Ideally we should be using messages / custom properties on room to do this
                CoroutineHelper.Instance.RunAfterDelay(1.0f, () => {
                    this.LoadGameSceneObjects();
                });
            }
        }
示例#2
0
 public void StartInitialize()
 {
     InstanceLocator.RegisterInstance <AppConfig>(this);
     this.StartCoroutine(this.InitializeAsync(() => {
         this.IsFullyInitialized = true;
     }));
 }
示例#3
0
        // TODO: Change this to not be a MonoBehaviour; right now the only reason this is a MonoBehaviour is for this.StartCoroutine
        private void Start()
        {
            InstanceLocator.RegisterInstance <FpsMonitor>(this);

            if (this._numSamples <= 0)
            {
                this._numSamples = 1;
            }
            this.AverageFPS = 1;
        }
示例#4
0
    public override void StartInitialize()
    {
        Application.targetFrameRate = 30;

        AppSceneManager appSceneManager = new AppSceneManager();

        InstanceLocator.RegisterInstance <AppSceneManager>(appSceneManager);

        this._isFullyInitialized = true;
        OnAppInitComplete.Invoke();
    }
示例#5
0
        public void SetUp()
        {
            InstanceLocator.RegisterInstance <IModelFactory, ModelFactory>();
            ModelFactory = InstanceLocator.GetInstance <IModelFactory>();
            Repository   = new MetaModelRepository();
            InstanceLocator.RegisterInstance <IMetaModelRepository>(Repository);
            InstanceLocator.RegisterInstance <IEntityService, EntityService>();

            Now = DateTime.Now;

            InitializeMetaModel();
        }
        public void StartInitialize()
        {
            InstanceLocator.RegisterInstance <MultiPlayerManager>(this);

            // Do NOT automatically sync scene as that causes weird effects
            // when playing across devices with drastically different processing speeds
            // PhotonNetwork.AutomaticallySyncScene = true;

            PhotonNetwork.GameVersion = kGameMultiPlayerVersion;
            PhotonNetwork.NickName    = SystemInfo.operatingSystem;

            this.CheckAndConnectToPhotonNetwork();
        }
示例#7
0
        public void StartInitialize()
        {
            InstanceLocator.RegisterInstance <IdentityManager>(this);

            string duid = SystemInfo.deviceUniqueIdentifier;

            if (string.IsNullOrEmpty(duid))
            {
                DebugLog.LogErrorColor("Failed to get device unique identifier", LogColor.red);
                return;
            }
            MD5 md5hasher = MD5.Create();

            byte[] duid_bytes = md5hasher.ComputeHash(Encoding.UTF8.GetBytes(SystemInfo.deviceUniqueIdentifier));
            int    userId     = BitConverter.ToInt32(duid_bytes, 0);

            this._currentUser = new User(userId);

            this.IsFullyInitialized = true;
        }
示例#8
0
 // Required for IInstance
 public GameController()
 {
     InstanceLocator.RegisterInstance <GameController>(this);
 }
示例#9
0
 public void StartInitialize()
 {
     InstanceLocator.RegisterInstance <SceneLoader>(this);
     this.IsFullyInitialized = true;
 }
 private void Awake()
 {
     InstanceLocator.RegisterInstance <LoadingScreenManager>(this);
 }