// Use this for initialization void Start() { estateJobGameObjectMap = new Dictionary <EstateJob, GameObject> (); fsc = GameObject.FindObjectOfType <FixtureSpriteController> (); world.estateJobManager.RegisterJobCreatedCallback(OnJobCreated); //We do this for any fixtures that may already exist in the world(via loading or otherwise) so that we render those foreach (EstateJob job in world.estateJobManager.GetAllJobs()) { OnJobCreated(job); } }
// Use this for initialization void Start() { if (Instance == null) { Instance = this; } LoadSprites(); // Instantiate our dictionary that tracks which GameObject is rendering which Fixture data. fixtureGameObjectMap = new Dictionary <Fixture, GameObject>(); gameObjectFixtureMap = new Dictionary <GameObject, Fixture>(); //containerGameObjectMap = new Dictionary<Container, GameObject>(); // Register our callback so that our GameObject gets updated whenever // the door changes area.RegisterDoorCreated(OnDoorCreated); area.RegisterContainerCreated(OnContainerCreated); foreach (Fixture fixture in area.fixtures) { if (fixture.GetType() == typeof(Door)) { OnDoorCreated(fixture as Door); OnDoorChanged(fixture as Door); } if (fixture.GetType() == typeof(Container)) { OnContainerCreated(fixture as Container); OnContainerChanged(fixture as Container); } } //foreach (Container c in area.containers) //{ // OnContainerCreated(c); // OnContainerChanged(c); //} }