static HullDes() { //setup some test ones HullDes Carrier = new HullDes("Carrier", "CV"); HullDes Battleship = new HullDes("Battleship", "BB"); Debug.Log("Made some hull designations. " + HullTypes.Count); }
public void ImportDesign(ShipDesign template) { usingTemplate = true; ShipClassName = template.DesignName; HullDesignation = template.HullDesignation; DesignTemplate = template; foreach (ShipComponents c in template.Components) { ShipComponents copy = c.CloneProperties(); Components.Add(copy); } ship.SetupArmor(template.ArmorLength, template.ArmorLayers, (float)template.ArmorType); mCrew = template.CrewMin; crew = mCrew; SetupDAC(); StartCoroutine(ChangeStats()); // emissions = new Emissions(); foreach (ShipComponents c in Components) { } }
void Start() { Human = this; empire = gameObject.AddComponent <Empire> (); empire.EmpireName = "Federal Star Republic"; empire.Faction = FAC.PLAYER; //empire.GenerateStartingOfficerCorps (); Trait.Load(); Debug.Log(Trait.Traits.Count); SetMousePositioner(); if (!ConstructionManager.ConstructablePrefab) { ConstructionManager.ConstructablePrefab = Resources.Load <GameObject> ("Constructable") as GameObject; } Debug.Log(NameManager.names.Count + " ship names have been loaded"); SpaceYard.player = this; Screens.ShieldPrefab = Resources.Load <GameObject>("ScreenPrefab") as GameObject; SelectionUI = GameObject.FindGameObjectWithTag("SelectionUI"); selectText = SelectionUI.GetComponentInChildren <Text> (); //ShipAbstract.OnDeath.AddListener (RemoveShip); HullDes Default = new HullDes("", ""); }