//bool displayGUI = false; //Progress progressObj; private void Awake() { var playerManager = GameObject.Find("Player Manager"); selection = playerManager.GetComponent <UnitSelection>(); manager = playerManager.GetComponent <GUIManager>(); gui.type = "Building"; if (buildingType == BuildingType.ProgressBuilding) { InvokeRepeating("Progress", 0, progressRate); } else if (buildingType == BuildingType.CompleteBuilding) { gameObject.name = name; gui.Awake(gameObject); for (int x = 0; x < techEffect.Length; x++) { Faction.Tech[techEffect[x].index].AddListener(gameObject); if (Faction.Tech[techEffect[x].index].active) { Upgraded(Faction.Tech[techEffect[x].index].name); } } } grid = GameObject.Find("UGrid").GetComponent <UGrid>(); healthObj = GetComponent <Health>(); //progressObj = GetComponent<Progress>(); }
private void Awake() { selection = GameObject.Find("Player Manager").GetComponent <UnitSelection>(); vision = gameObject.GetComponent <VisionSignal>(); miniMap = gameObject.GetComponent <MiniMapSignal>(); movement = gameObject.GetComponent <UnitMovement>(); gui.type = "Unit"; gui.Awake(gameObject); for (int x = 0; x < techEffect.Length; x++) { var technology = Faction.Tech[techEffect[x].index]; technology.AddListener(gameObject); if (technology.active) { Upgraded(technology.name); } } gameObject.name = name; healthObj = GetComponent <Health>(); }