Example #1
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;

        //
    }
Example #2
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;

        //
    }