void Start() { buildingsAdded.gameObject.SetActive(false); buildingsAdded.rectTransform.anchoredPosition = defaultAddedLocation; buildingsReduced.gameObject.SetActive(false); buildingsReduced.rectTransform.anchoredPosition = defaultReducedLocation; accumulatedBuildingsText.gameObject.SetActive(false); totalAccumulatedBuildings = 0; requiredBuildings = 0; //to be reset every level buildingsBehavior = Buildings.GetComponent <BuildingsBehavior>(); currentGroundCarbonMeterAccumulation = 0f; currentAtmosCarbonMeterAccumulation = 0f; worldManager = GameObject.Find("GameManager").GetComponent <WorldManager>(); gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); //creating the Factory's burning and sequestration queues burningQueue = new CarbonUnit[maxQueueSize]; for (int i = 0; i < maxQueueSize; i++) { burningQueue[i] = new CarbonUnit(); burningQueue[i].carbon = null; burningQueue[i].duration = 0f; } burningQueueSize = 0; sequestrationQueue = new CarbonUnit[maxQueueSize]; for (int i = 0; i < maxQueueSize; i++) { sequestrationQueue[i] = new CarbonUnit(); sequestrationQueue[i].carbon = null; sequestrationQueue[i].duration = 0f; } sequestrationQueueSize = 0; // }
void Start() { buildingsAdded.gameObject.SetActive(false); buildingsAdded.rectTransform.anchoredPosition = defaultAddedLocation; buildingsReduced.gameObject.SetActive(false); buildingsReduced.rectTransform.anchoredPosition = defaultReducedLocation; accumulatedBuildingsText.gameObject.SetActive(false); totalAccumulatedBuildings = 0; requiredBuildings = 0; //to be reset every level buildingsBehavior = Buildings.GetComponent<BuildingsBehavior>(); currentGroundCarbonMeterAccumulation = 0f; currentAtmosCarbonMeterAccumulation = 0f; worldManager = GameObject.Find ("GameManager").GetComponent<WorldManager>(); gameManager = GameObject.Find ("GameManager").GetComponent<GameManager>(); //creating the Factory's burning and sequestration queues burningQueue = new CarbonUnit[maxQueueSize]; for(int i = 0; i < maxQueueSize; i++) { burningQueue[i] = new CarbonUnit(); burningQueue[i].carbon = null; burningQueue[i].duration = 0f; } burningQueueSize = 0; sequestrationQueue = new CarbonUnit[maxQueueSize]; for(int i = 0; i < maxQueueSize; i++) { sequestrationQueue[i] = new CarbonUnit(); sequestrationQueue[i].carbon = null; sequestrationQueue[i].duration = 0f; } sequestrationQueueSize = 0; // }