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@Farid357
Farid357 / Game.cs
Last active April 1, 2024 10:05
OOP Game Composition
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Numerics;
using ConsoleGame.Physics;
using ConsoleGame.Rendering;
using ConsoleGame.SaveSystem;
using ConsoleGame.Stats;
using ConsoleGame.Tests;
using ConsoleGame.Tests.UI;
@forcepusher
forcepusher / Program.cs
Last active May 14, 2023 13:41
Unity "void Main" OOP template
using System.Diagnostics;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace BananaParty.FurryGame.Client
{
/// <summary>
/// Entry point for wiring up the engine and executing main loop.
/// </summary>
@hybridherbst
hybridherbst / RuntimeInitializeOnLoad - Event Order.cs
Created March 8, 2021 15:04
[RuntimeInitializeOnLoad] Event Order
static Lifecycle() => Debug.Log(Prefix + "Static Constructor");
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] static void Subs() => Debug.Log(Prefix + "Subsystem Registration");
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)] static void AfterAsm() => Debug.Log(Prefix + "AfterAssembliesLoaded");
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSplashScreen)] static void BeforeSlash() => Debug.Log(Prefix + "Before Splash");
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] static void BeforeScene() => Debug.Log(Prefix + "BeforeScene");
private void Awake() => Debug.Log(Prefix + "Awake");
private void OnEnable() => Debug.Log(Prefix + "OnEnable");
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)] static void AfterScene() => Debug.Log(Prefix + "AfterSceneLoad");
[RuntimeInitializeOnLoadMethod] static void DefaultLog() => Debug.Log(Prefix + "RuntimeInit Default");
void Start() => Debug