private void Start() { // instantiate input manager, and register unity input var inputManager = new InputManager(); inputManager.RegisterInputSource(InputSource); // instantiate local input aggregator and register the input manager var localInputAggregator = new LocalInputAggregator(); localInputAggregator.InputManager = inputManager; _inputAggregator = localInputAggregator; _sim = new Sim.Simulation(); _sim.AddObjectFactory(ObjectFactory); _sim.ScheduleEvent(new CreateObject { Obj = new Player() }); _sim.UpdateTick(); ReCaluclateFrameInterval(); _remainingDelta = _targetInterval; }
public void ObjectCreated(Sim.Simulation sim, Object obj) { var player = obj as Player; if (player != null) { var go = Instantiate(PlayerPrefab, RootGameObject.transform); go.transform.SetPositionAndRotation(Vector3.zero, Quaternion.identity); var observer = go.GetComponent <PlayerObserver>(); if (observer != null) { obj.Subscribe(observer); } return; } throw new NotImplementedException(); }