public new void Awake() { Config_ = new Roar.implementation.Config (); Logger logger = new Logger (); api = new MockRequestSender (Config_, this, logger); Roar.implementation.DataStore data_store = new Roar.implementation.DataStore (api, logger); WebAPI_ = new global::WebAPI (api); User_ = new Roar.implementation.Components.User (WebAPI_.user, data_store, logger); Properties_ = new Roar.implementation.Components.Properties (data_store); Inventory_ = new Roar.implementation.Components.Inventory (WebAPI_.items, data_store, logger); Shop_ = new Roar.implementation.Components.Shop (WebAPI_.shop, data_store, logger); Actions_ = new Roar.implementation.Components.Actions (WebAPI_.tasks, data_store); UrbanAirship_ = new Roar.implementation.Adapters.UrbanAirship (WebAPI_); // Apply public settings Config.game = gameKey; }
new public void Awake() { config = new Roar.implementation.Config(); Logger logger = new Logger(); api = new MockRequestSender(config, this, logger); webAPI = new global::WebAPI(api); Roar.implementation.DataStore data_store = new Roar.implementation.DataStore(webAPI, logger); user = new Roar.implementation.Components.User(webAPI.user, data_store, logger); properties = new Roar.implementation.Components.Properties(data_store); inventory = new Roar.implementation.Components.Inventory(webAPI.items, data_store, logger); shop = new Roar.implementation.Components.Shop(webAPI.shop, data_store, logger); friends = new Roar.implementation.Components.Friends(webAPI.friends, data_store, logger); tasks = new Roar.implementation.Components.Tasks(webAPI.tasks, data_store); urbanAirship = new Roar.implementation.Adapters.UrbanAirship(webAPI); // Apply public settings // TODO: Not sure what this should be now. // Config.game = gameKey; }
public new void Awake() { config = new Roar.implementation.Config (); Logger logger = new Logger (); api = new MockRequestSender (config, this, logger); webAPI = new global::WebAPI(api); Roar.implementation.DataStore data_store = new Roar.implementation.DataStore (webAPI, logger); user = new Roar.implementation.Components.User (webAPI.user, data_store, logger); properties = new Roar.implementation.Components.Properties (data_store); inventory = new Roar.implementation.Components.Inventory (webAPI.items, data_store, logger); shop = new Roar.implementation.Components.Shop (webAPI.shop, data_store, logger); friends = new Roar.implementation.Components.Friends (webAPI.friends, data_store, logger); tasks = new Roar.implementation.Components.Tasks (webAPI.tasks, data_store); urbanAirship = new Roar.implementation.Adapters.UrbanAirship (webAPI); // Apply public settings // TODO: Not sure what this should be now. // Config.game = gameKey; }
/** * Called by unity when everything is ready to go. * We use this rather than the constructor as its what unity suggests. */ public void Awake() { config = new Roar.implementation.Config(); // Apply public settings string key = gameKey.ToLower(); //key = key.Replace("_", ""); Config.Game = key; Config.IsDebug = debug; switch (xmlParser) { case XMLType.System: IXMLNodeFactory.instance = new SystemXMLNodeFactory(); break; case XMLType.Lightweight: IXMLNodeFactory.instance = new XMLNodeFactory(); break; } RequestSender api = new RequestSender(config,this,logger); datastore = new Roar.implementation.DataStore(api, logger); webAPI = new global::WebAPI(api); user = new Roar.implementation.Components.User(webAPI.user,datastore, logger); properties = new Roar.implementation.Components.Properties( datastore ); leaderboards = new Roar.implementation.Components.Leaderboards(datastore, logger); inventory = new Roar.implementation.Components.Inventory( webAPI.items, datastore, logger); shop = new Roar.implementation.Components.Shop( webAPI.shop, datastore, logger ); actions = new Roar.implementation.Components.Actions( webAPI.tasks, datastore ); if (!Application.isEditor) { appstore = new Roar.implementation.Components.InAppPurchase( webAPI.appstore, "Roar", logger, appstoreSandbox ); } urbanAirship = new Roar.implementation.Adapters.UrbanAirship(webAPI); DontDestroyOnLoad(gameObject); }