public override void Initialize() { base.Initialize(); m_triggerPool = new LocationTriggerPool(0, AutoCollectDistance); if (CollectSound && !AudioSource) { AudioSource = gameObject.AddComponent <AudioSource>(); } if (AnnotationsAreShowing) { StartCollecting(); } }
public LocationValuablesSpawnItemDriver() { // Defaults? These ultimately get ignored since we'll // only add triggers for items with ranges specified. m_perf = new PerfCounters(); m_logger = new Logger(this); m_triggerPool = new LocationTriggerPool(0, 75); m_activationContexts = new Dictionary <string, ResourceActivationContext>(); //m_computedResults = new DictionaryDictionary<string, string, LocationSpawnItemResults<LocationValuablesCollection>>(); LocationValuablesCollectionManager.Instance.ValuablesAdded += Instance_ValuablesAdded; LocationValuablesCollectionManager.Instance.LocationsAdded += Instance_LocationsAdded; LocationValuablesCollectionManager.Instance.ValuablesRemoved += Instance_ValuablesRemoved; LocationValuablesCollectionManager.Instance.LocationsRemoved += Instance_LocationsRemoved; LocationCache.Instance.LocationsAdded += Locations_Added; }
protected override void Awake() { m_atrractionActivators = new Dictionary <string, ActivatedAttractionContext>(); // Item handlers per attraction m_attractionItemHandlers = new SetDictionary <string, IAttractionItemHandler>(); m_itemHandlers = new Dictionary <string, IAttractionItemHandler>(); m_fencePool = new LocationFencePool(); m_triggerPool = new LocationTriggerPool(); AppManager.Instance.Initialized += App_Initialized; if (OnUpdated == null) { OnUpdated = new UnityEvent(); } base.Awake(); }