// Start is called before the first frame update void Start() { roadPoolScript = roadTypeObject.GetComponent <RoadPool>(); riverPoolScript = riverTypeObject.GetComponent <RoadPool>(); treePoolScript = treeTypeObject.GetComponent <RoadPool>(); pickRoadTypeScript = this.gameObject.GetComponent <PickRoadType>(); }
// Use this for initialization void Start() { Debug.Log("in ScenarioMgr Start"); numTilesInXAxis = Mathf.FloorToInt(10 * gameObject.transform.localScale.x); numTilesInZAxis = Mathf.FloorToInt(10 * gameObject.transform.localScale.z); scenarioInfo = new ScenarioData(numTilesInXAxis, numTilesInZAxis); uiState = UIState.Pointer; curObject = null; firstDir = Direction.Undefined; tempObjects = new Dictionary <IntPoint2D, GameObject> (); creatingObject = false; deleting = false; roadPool = gameObject.GetComponent("RoadPool") as RoadPool; housePool = gameObject.GetComponent("HousePool") as HousePool; popMgr = gameObject.GetComponent("PopulationManager") as PopulationManager; objMgr = gameObject.GetComponent("ObjectManager") as ObjectManager; tempObjectType = UIState.Pointer; StartCoroutine("SetUpInitRoad"); }
void Start() { startSpawnPosition = new Vector3(30, 0.01f, 0); speedCoef = 0.5f; roadPool = FindObjectOfType <RoadPool>(); }
private void Awake() { Instance = this; }
void Awake() { currentInstance = this; pooledRoadSections = new List <GameObject>(); }