internal void RecalculateRuntime() { Components.Clear(); var AllComponents = RuntimeMap.transform.FindByTypeRecursive <Text>(); foreach (var Component in AllComponents) { Components.Add(PseudoComponentsRegistry.Build(Component)); Object.Destroy(Component); } SpawnPoints.Clear(); SpawnPoints.AddRange(FindComponents <SpawnComponent>()); }
private static void RegisterComponents() { PseudoComponentsRegistry.Register(new FlagComponentBuilder()); PseudoComponentsRegistry.Register(new PointComponentBuilder()); }