// Initialization method. Called after the state // is added to the stack. public override void Initialize() { CommonData.mainGame.SelectAndPlayMusic(CommonData.prefabs.gameMusic, true); fixedUpdateTimestamp = 0; if (CommonData.vrPointer != null) { CommonData.vrPointer.SetActive(false); } Time.timeScale = 1.0f; double gravity_y = Firebase.RemoteConfig.FirebaseRemoteConfig.GetValue( StringConstants.RemoteConfigPhysicsGravity).DoubleValue; Physics.gravity = new Vector3(0, (float)gravity_y, 0); CommonData.gameWorld.ResetMap(); Utilities.HideDuringGameplay.OnGameplayStateChange(true); CommonData.mainCamera.mode = CameraController.CameraMode.Gameplay; gameplayRecordingEnabled = Firebase.RemoteConfig.FirebaseRemoteConfig.GetValue( StringConstants.RemoteConfigGameplayRecordingEnabled).BooleanValue; if (gameplayRecordingEnabled) { gameplayRecorder = new GameplayRecorder(CommonData.gameWorld.worldMap.name, 1); // Subscribe player spawn event in order to reset replay data whenever it is triggered. CommonData.mainGame.PlayerSpawnedEvent.AddListener(OnPlayerSpawned); } Screen.sleepTimeout = SleepTimeout.NeverSleep; dialogComponent = SpawnUI <Menus.FloatingButtonGUI>(StringConstants.PrefabFloatingButton); PositionButton(); CommonData.gameWorld.MergeMeshes(); // Retrieve metadata from the storage bucket. This is also a light-weighted way to check // if the file exists. If not, it returns 404 Not Found and the task would be in Faulted // state. TimeDataUtil.GetBestSharedReplayPathAsync(CommonData.gameWorld.worldMap) .ContinueWith(task => { bestReplayPath = task.Result; }); }
// Initialization method. Called after the state // is added to the stack. public override void Initialize() { CommonData.mainGame.SelectAndPlayMusic(CommonData.prefabs.gameMusic, true); fixedUpdateTimestamp = 0; Time.timeScale = 1.0f; var remoteConfig = FirebaseRemoteConfig.DefaultInstance; double gravity_y = remoteConfig.GetValue(StringConstants.RemoteConfigPhysicsGravity).DoubleValue; Physics.gravity = new Vector3(0, (float)gravity_y, 0); CommonData.gameWorld.ResetMap(); Utilities.HideDuringGameplay.OnGameplayStateChange(true); CommonData.mainCamera.mode = CameraController.CameraMode.Gameplay; gameplayRecordingEnabled = remoteConfig.GetValue(StringConstants.RemoteConfigGameplayRecordingEnabled).BooleanValue; if (gameplayRecordingEnabled) { gameplayRecorder = new GameplayRecorder(CommonData.gameWorld.worldMap.name, 1); // Subscribe player spawn event in order to reset replay data whenever it is triggered. CommonData.mainGame.PlayerSpawnedEvent.AddListener(OnPlayerSpawned); } Screen.sleepTimeout = SleepTimeout.NeverSleep; dialogComponent = SpawnUI <Menus.FloatingButtonGUI>(StringConstants.PrefabFloatingButton); PositionButton(); CommonData.gameWorld.MergeMeshes(); // Retrieve path to the best replay record if (gameplayRecordingEnabled) { TimeDataUtil.GetBestSharedReplayPathAsync(CommonData.gameWorld.worldMap) .ContinueWith(task => { bestReplayPath = task.Result; }); } }