public void CheckDestroyed() { AICities aic = AICities.instance; CityHandler cH = CityHandler.instance; if (!destroyed) { switch (size) { case 3: if (cityTiles.Count != 3) { Debug.Log("City Destroyed!"); destroyed = true; if (owner == 0) { cH.DestroyCity(this); } else { aic.DestroyCity(this); } } break; case 4: if (cityTiles.Count <= 2) { Debug.Log("City Destroyed!"); destroyed = true; if (owner == 0) { cH.DestroyCity(this); } else { aic.DestroyCity(this); } } break; case 7: if (cityTiles.Count <= 5) { Debug.Log(cityTiles.Count); Debug.Log("City Destroyed!"); destroyed = true; if (owner == 0) { cH.DestroyCity(this); } else { aic.DestroyCity(this); } } break; } } }
} //Singleton loop private void Start() { msgD = MsgDisplay.instance; cH = GetComponent <CityHandler>(); decks = GetComponent <Decks>(); deckHandUI = GameObject.Find("UIScripts").GetComponent <DeckHandUI>(); rP = GetComponent <ResolutionPhase>(); aiI = GetComponent <AIInfo>(); aiC = GetComponent <AICities>(); }
private void Start() { msgD = MsgDisplay.instance; cC = CameraControll.instance; tS = TemplateSelection.instance; aIC = AICities.instance; turnStructureScript = TurnStructure.instance; currentPhase = initPhase.Welcome; msgD.DisplayMessage("Welcome", 2f); }
private void Awake() { if (instance != null) { Debug.Log("Too many AICity Placements!"); return; } else { instance = this; } }
private void Start() { cityPlacementScript = CityPlacement.instance; AICityPlacementScript = AICities.instance; }