public override void Awake() { base.Awake(); _buildingTypes = Resources.Load <BuildingTypeListScriptableObject>(typeof(BuildingTypeListScriptableObject).Name); if (_buildingTypes == null) { Debug.Log("*** Building Types List not found"); return; } _activeBuildingType = null; _HQ.GetComponent <HealthSystem>().OnDeath += HQDied; }
private void Awake() { float pos = startingPos; _buildingButtons = new Dictionary <BuildingTypeScriptableObject, Transform>(); buildingSelect.gameObject.SetActive(false); _buildingTypes = Resources.Load <BuildingTypeListScriptableObject>(typeof(BuildingTypeListScriptableObject).Name); // Set up special "nothing selected" button _arrowButton = GenButton(pos, null); foreach (BuildingTypeScriptableObject buildingType in _buildingTypes.types) { if (ignoredBuildings.Contains(buildingType)) { continue; } pos += offset; GenButton(pos, buildingType); } UpdateSelectedBuildingType(null); }