//locate and cache a pointer to the resource manager void updateReferences() { overlord = GameObject.FindGameObjectWithTag("master").GetComponent <Overlord>(); resCore = overlord.resourceCore; itemMagr = overlord.resourceCore.itemSlice; resMgr = resCore.resourceSlice; pls = overlord.requestPlayerList(); }
public override int GetHashCode() { unchecked { int hash = 7243; hash = hash * 92821 + Resource.GetHashCode(); hash = hash * 92821 + ResourceSlice.GetHashCode(); hash = hash * 92821 + ActivitySlice.GetHashCode(); return(hash); } }
[SerializeField] Color fadeToColor; //color to fade or lerp to //----------------------------------------------------------------------------------------------------------------------------- void Start() { fullResistance = 0; renderer = this.GetComponent <Renderer>(); //get a reference to the renderer myColor = renderer.material.GetColor("_EmissionColor"); //grab the emission color from the renderer //locate and cache important object pointers try { overlord = GameObject.FindGameObjectWithTag("master").GetComponent <Overlord>(); resCore = overlord.resourceCore; resMgr = resCore.resourceSlice; pls = overlord.requestPlayerList(); active = true; } catch (System.Exception e) { //failed to find an overlord in the scene, sp we'll deactivate this tile's logic. //this will happen on the menu scene every time e.ToString(); active = false; } }