private void LoadBuildings() { // load all buildings in scene List <GameObject> temp = GameObject.FindGameObjectsWithTag("Building").ToList(); for (int i = 0; i < temp.Count; i++) { entitiesManager.AddBuilding(temp[i].GetComponent <Building> ()); } }
public void Awake() { // make building a trigger GetComponent <BoxCollider> ().isTrigger = true; entitiesManager = EntitiesManager.Instance(); entitiesManager.AddBuilding(this); // on building die fire = GetComponentInChildren <ParticleSystem> (); fire.Stop(); }
public void Awake() { // make building a trigger GetComponent<BoxCollider> ().isTrigger = true; entitiesManager = EntitiesManager.Instance (); entitiesManager.AddBuilding (this); // on building die fire = GetComponentInChildren <ParticleSystem> (); fire.Stop (); }