// Start is called before the first frame update void Start() { UpdateMode(); PoliticalCoordsMenuBackground = GameObject.Find("PoliticalCoordsMenuBackground"); PoliticalCoordsMenuBackground.SetActive(false); PauseMenu = GameObject.Find("PauseMenu"); PauseMenu.SetActive(false); ConsoleInput = GameObject.Find("Console"); ConsoleInput.SetActive(false); GameModeMenu = GameObject.Find("GameModeMenu"); EconomicMenu = GameObject.Find("Economic Menu"); EconomicMenu.SetActive(false); ConstructionMenu = GameObject.Find("ConstructionMenu"); ConstructionMenu.SetActive(false); ArmyMenu = GameObject.Find("ArmyMenu"); ArmyMenu.SetActive(false); DiplomacyMenu = GameObject.Find("DiplomacyMenu"); DiplomacyMenu.SetActive(false); SeparatismMenu = GameObject.Find("SeparatismMenu"); SeparatismMenu.SetActive(false); EndGameMenu = GameObject.Find("EndGameMenu"); EndGameMenu.SetActive(false); Armymanager = ArmyMenu.GetComponent <ArmyManager>(); diplomacyManager = DiplomacyMenu.GetComponent <DiplomacyManager>(); scene_name = SceneManager.GetActiveScene().name; EconomicModeMinColor = new Color(95, 20, 198); EconomicModeMaxColor = new Color(0, 255, 211); ArmyModeMinColor = new Color(22, 104, 122); ArmyModeMaxColor = new Color(83, 98, 20); ConstructionModeMinColor = new Color(37, 201, 195); ConstructionModeMaxColor = new Color(201, 37, 181); DiplomacyModeWorstColor = new Color(114, 63, 0); DiplomacyModeBestColor = new Color(59, 114, 0); DiplomacyModeEnemyColor = new Color(114, 0, 0); DiplomacyModeAllyColor = new Color(0, 114, 101); DiplomacyModeProtagonistColor = new Color(12, 0, 146); SeparatismModeMinColor = new Color(0, 0, 208); SeparatismModeMaxColor = new Color(208, 0, 0); NatresModeMinColor = new Color(185, 255, 113); NatresModeMaxColor = new Color(255, 173, 113); EduModeMinColor = new Color(251, 243, 146); EduModeMaxColor = new Color(127, 162, 255); ClimateModeMinColor = new Color(50, 200, 250); ClimateModeMaxColor = new Color(50, 250, 63); Consequentor = GameObject.Find("Consequentor").GetComponent <consequentor>(); UpdateStep(); UpdateBalance(); UpdateActions(); foreach (GameObject province in list_of_provinces) { province.GetComponent <Renderer>().material.SetColor("_EmissionColor", province.GetComponent <provincegen>().state.GetComponent <stategen>().state_color); province.GetComponent <Renderer>().material.EnableKeyword("__EMISSION"); } }
// Start is called before the first frame update void Start() { state = gameObject.GetComponent <stategen>(); intendant = GameObject.Find("Intendant").GetComponent <intendant>(); Consequentor = GameObject.Find("Consequentor").GetComponent <consequentor>(); }