示例#1
0
        protected void OnAwake(LevelType levelType)
        {
            new GameLogHandler();

            this.levelType = levelType;
            this._simulatePhysicsTimeSteps = new SimulatePhysicsTimeSteps(this.ManuallyUpdatePhysicsWorld);

            PersistanceManager.Get().Init();
            StartLevelManager.Get().Init();
            if (levelType == LevelType.STARTMENU)
            {
                GameInputManager.Get().Init(CursorLockMode.Confined);
                Cursor.visible = true;
            }
            else
            {
                GameInputManager.Get().Init(CursorLockMode.Locked);
                Cursor.visible = false;
            }

            LevelAvailabilityManager.Get().Init();
            LevelAvailabilityTimelineManager.Get().Init();
            LevelManager.Get().Init(levelType);

            if (this.levelType != LevelType.STARTMENU)
            {
                LevelChunkFXTransitionManager.Get().Init();
                CoreGameSingletonInstances.Coroutiner.StartCoroutine(InitializeTimelinesAtEndOfFrame());
            }
        }
示例#2
0
        protected void OnAwake(LevelType levelType)
        {
            new GameLogHandler();

            this.levelType = levelType;

            PersistanceManager.Get().Init();
            StartLevelManager.Get().Init();
            if (levelType == LevelType.STARTMENU)
            {
                GameInputManager.Get().Init(CursorLockMode.Confined);
            }
            else
            {
                GameInputManager.Get().Init(CursorLockMode.Locked);
            }

            LevelAvailabilityManager.Get().Init();
            LevelAvailabilityTimelineManager.Get().Init();
            LevelManager.Get().Init(levelType);

            if (this.levelType != LevelType.STARTMENU)
            {
                LevelChunkFXTransitionManager.Get().Init();
                CoreGameSingletonInstances.Coroutiner.StartCoroutine(InitializeTimelinesAtEndOfFrame());
            }
        }