public IEnumerator LoadGameCoroutine() { // do game startup stuff here TResourceManager.RegisterHandler(new LBDHandler()); TResourceManager.RegisterHandler(new TIXHandler()); TResourceManager.RegisterHandler(new Texture2DHandler()); TResourceManager.RegisterHandler(new MOMHandler()); TResourceManager.RegisterHandler(new ToriiAudioClipHandler()); TResourceManager.RegisterHandler(new TIXTexture2DHandler()); Screenshotter.Instance.Init(); // set the sort order for the fader so the version text appears on top during fades ToriiFader.Instance.SetSortOrder(0); Shader.SetGlobalFloat("_FogStep", 0.08F); Shader.SetGlobalFloat("AffineIntensity", 0.5F); // okay, it's a fake loading screen LOL // it used to be real but it's been optimised away and I liked the animation too much if (!Application.isEditor) { yield return(new WaitForSeconds(3)); } else { yield return(null); } GameLoaded = true; OnGameDataLoaded.Raise(); }
public IEnumerator LoadGameCoroutine() { // do game startup stuff here GameSettings.Initialize(); TResourceManager.RegisterHandler(new LBDHandler()); TResourceManager.RegisterHandler(new TIXHandler()); TResourceManager.RegisterHandler(new Texture2DHandler()); TResourceManager.RegisterHandler(new MaterialHandler()); ControlSchemeManager.Initialize(); DreamJournalManager.Initialize(); MapReader.MapScaleFactor = 1F; GameSettings.LoadSettings(); Shader.SetGlobalFloat("_FogStep", 0.08F); Shader.SetGlobalFloat("AffineIntensity", 0.5F); PsxVram.Initialize(); if (Application.isEditor) { // if we're running inside the editor, we want to have the mouse! GameSettings.SetCursorViewState(true); } yield return(LBDTilePool.InitialiseCoroutine()); // TODO //SaveGameManager.LoadGame(); OnGameDataLoaded.Raise(); }