// Mono #pragma warning disable IDE0051 // Remove unused private members private void Awake() { _awakeModTypes = new List <Type>(); _delayedModTypes = new List <Type>(); _updatableMods = new List <IUpdatable>(); _mods = new List <AMod>(); Tools.Initialize(this, Logger); Tools.IsStopwatchActive = true; Tools.Log("Initializing GameInput..."); GameInput.Initialize(); Tools.Log("Initializing Players..."); Players.Initialize(); Tools.Log("Categorizing mods by instantiation time..."); CategorizeModsByInstantiationTime(); Tools.Log("Awake:"); foreach (var modType in _awakeModTypes) { Tools.Log($"\t{modType.Name}"); } Tools.Log("Delayed:"); foreach (var modType in _delayedModTypes) { Tools.Log($"\t{modType.Name}"); } Tools.Log("Instantiating awake mods..."); InstantiateMods(_awakeModTypes); Tools.Log($"Finished AwakeInit ({Tools.ElapsedMilliseconds}ms)"); Tools.Log(""); Tools.Log($"Waiting for game initialization..."); }
public float AxisValue(ControlsInput.MenuActions menuAxis) => GameInput.AxisValue(ID, menuAxis);
public bool Released(ControlsInput.MenuActions menuAction) => GameInput.Released(ID, menuAction);
public bool Held(ControlsInput.MenuActions menuAction) => GameInput.Held(ID, menuAction);
public float AxisValue(ControlsInput.GameplayActions gameplayAxis) => GameInput.AxisValue(ID, gameplayAxis);
public bool Pressed(ControlsInput.MenuActions menuAction) => GameInput.Pressed(ID, menuAction);
public bool Released(ControlsInput.GameplayActions gameplayAction) => GameInput.Released(ID, gameplayAction);
public bool Held(ControlsInput.GameplayActions gameplayAction) => GameInput.Held(ID, gameplayAction);
public bool Pressed(ControlsInput.GameplayActions gameplayAction) => GameInput.Pressed(ID, gameplayAction);
public float AxisValue(string axisName) => GameInput.AxisValue(ID, axisName);
public bool Held(string actionName) => GameInput.Held(ID, actionName);
public bool Released(string actionName) => GameInput.Released(ID, actionName);
public bool Pressed(string actionName) => GameInput.Pressed(ID, actionName);