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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; |
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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> |
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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 |