/// <summary> /// Initialization routine /// </summary> private void Initialize() { #if DEBUG if (DebugMode) Debug.Log(string.Format("Initializing system manager")); #endif /** * 1.a) Instantiate signals * */ FixedUpdateSignal = new Signal(); UpdateSignal = new Signal(); LateUpdateSignal = new Signal(); ResizeSignal = new Signal(); DisposingSignal = new Signal(); LevelInitSignal = new Signal(); LevelLoadedSignal = new Signal(); SceneChangeSignal = new Signal(); GizmoSignal = new Signal(); TouchSignal = new Signal(); /** * 1.b) Instantiate signals requiring OnGUI processing * */ PreRenderSignal = new StateHandlingSignal(SignalStateChangedHandler); RenderSignal = new StateHandlingSignal(SignalStateChangedHandler); MouseDownSignal = new StateHandlingSignal(SignalStateChangedHandler); MouseUpSignal = new StateHandlingSignal(SignalStateChangedHandler); MiddleMouseDownSignal = new StateHandlingSignal(SignalStateChangedHandler); MiddleMouseUpSignal = new StateHandlingSignal(SignalStateChangedHandler); RightMouseDownSignal = new StateHandlingSignal(SignalStateChangedHandler); RightMouseUpSignal = new StateHandlingSignal(SignalStateChangedHandler); MouseMoveSignal = new StateHandlingSignal(SignalStateChangedHandler); MouseDragSignal = new StateHandlingSignal(SignalStateChangedHandler); MouseWheelSignal = new StateHandlingSignal(SignalStateChangedHandler); KeyDownSignal = new StateHandlingSignal(SignalStateChangedHandler); KeyUpSignal = new StateHandlingSignal(SignalStateChangedHandler); /** * 2) Instantiate processors * */ _keyboardProcessor = new KeyboardProcessor(this); _mouseProcessor = new MouseProcessor(this); _mousePositionProcessor = new MousePositionProcessor(this); _touchProcessor = new TouchProcessor(this); _screenSizeProcessor = new ScreenSizeProcessor(this); /** * 3.a) Instantiate SystemManagerInvoker * */ Framework.CreateComponent<SystemManagerInvoker>(true); // exclusive, i.e. allow single instance only /** * 3.b) Instantiate SystemManagerOnGuiInvoker * Keeping reference to it so we could disable it when OnGUI processing not needed * */ _onGuiInvoker = (SystemManagerOnGuiInvoker)Framework.CreateComponent<SystemManagerOnGuiInvoker>(true); // exclusive, i.e. allow single instance only _onGuiInvoker.enabled = false; // disable it by default }
/// <summary> /// Initialization routine /// </summary> private void Initialize() { #if DEBUG if (DebugMode) { Debug.Log(string.Format("Initializing system manager")); } #endif /** * 1.a) Instantiate signals * */ FixedUpdateSignal = new Signal(); UpdateSignal = new Signal(); LateUpdateSignal = new Signal(); ResizeSignal = new Signal(); DisposingSignal = new Signal(); LevelInitSignal = new Signal(); LevelLoadedSignal = new Signal(); SceneChangeSignal = new Signal(); GizmoSignal = new Signal(); TouchSignal = new Signal(); /** * 1.b) Instantiate signals requiring OnGUI processing * */ PreRenderSignal = new StateHandlingSignal(SignalStateChangedHandler); RenderSignal = new StateHandlingSignal(SignalStateChangedHandler); MouseDownSignal = new StateHandlingSignal(SignalStateChangedHandler); MouseUpSignal = new StateHandlingSignal(SignalStateChangedHandler); MiddleMouseDownSignal = new StateHandlingSignal(SignalStateChangedHandler); MiddleMouseUpSignal = new StateHandlingSignal(SignalStateChangedHandler); RightMouseDownSignal = new StateHandlingSignal(SignalStateChangedHandler); RightMouseUpSignal = new StateHandlingSignal(SignalStateChangedHandler); MouseMoveSignal = new StateHandlingSignal(SignalStateChangedHandler); MouseDragSignal = new StateHandlingSignal(SignalStateChangedHandler); MouseWheelSignal = new StateHandlingSignal(SignalStateChangedHandler); KeyDownSignal = new StateHandlingSignal(SignalStateChangedHandler); KeyUpSignal = new StateHandlingSignal(SignalStateChangedHandler); /** * 2) Instantiate processors * */ _keyboardProcessor = new KeyboardProcessor(this); _mouseProcessor = new MouseProcessor(this); _mousePositionProcessor = new MousePositionProcessor(this); _touchProcessor = new TouchProcessor(this); _screenSizeProcessor = new ScreenSizeProcessor(this); /** * 3.a) Instantiate SystemManagerInvoker * */ Framework.CreateComponent <SystemManagerInvoker>(true); // exclusive, i.e. allow single instance only /** * 3.b) Instantiate SystemManagerOnGuiInvoker * Keeping reference to it so we could disable it when OnGUI processing not needed * */ _onGuiInvoker = (SystemManagerOnGuiInvoker)Framework.CreateComponent <SystemManagerOnGuiInvoker>(true); // exclusive, i.e. allow single instance only _onGuiInvoker.enabled = false; // disable it by default }
/// <summary> /// Initialization routine /// </summary> private void Initialize() { #if DEBUG if (DebugMode) Debug.Log(string.Format("Initializing system manager")); #endif /** * 1) Instantiate SystemManagerInvoker * */ Framework.CreateComponent(typeof(SystemManagerInvoker), true); // exclusive, i.e. allow single instance only /** * 2) Instantiate signals * */ FixedUpdateSignal = new Signal(); UpdateSignal = new Signal(); LateUpdateSignal = new Signal(); PreRenderSignal = new Signal(); RenderSignal = new Signal(); ResizeSignal = new Signal(); DisposingSignal = new Signal(); LevelLoadedSignal = new Signal(); SceneChangeSignal = new Signal(); MouseDownSignal = new Signal(); MouseUpSignal = new Signal(); MiddleMouseDownSignal = new Signal(); MiddleMouseUpSignal = new Signal(); RightMouseDownSignal = new Signal(); RightMouseUpSignal = new Signal(); MouseMoveSignal = new Signal(); MouseDragSignal = new Signal(); MouseWheelSignal = new Signal(); KeyDownSignal = new Signal(); KeyUpSignal = new Signal(); TouchSignal = new Signal(); /** * 3) Instantiate processors * */ _keyboardProcessor = new KeyboardProcessor(this); _mouseProcessor = new MouseProcessor(this); _mousePositionProcessor = new MousePositionProcessor(this); _touchProcessor = new TouchProcessor(this); _screenSizeProcessor = new ScreenSizeProcessor(this); }