// Start is called before the first frame update void Start() { m_inventoryDisplay = InventoryDisplay.s_instance; // Reset building yields, transfer initial to current. for (int j = 0; j < BuildingTypeCount; j++) { m_buildingYields[j] = new InternalBYP(); m_buildingYields[j].m_buildingType = (BuildingTypes)j; { for (int i = 0; i < ResourceTypeCount; i++) { m_buildingYields[j].m_deltas[i] = 0; } } } foreach (var variable in m_initialBuildingYields) { foreach (var resProf in variable.m_deltas) { m_buildingYields[(int)variable.m_type].m_deltas[(int)resProf.m_type] = resProf.m_delta; } } }
void Awake() { if (s_instance == null) { s_instance = this; } else { return; } }
public override void OnInspectorGUI() { DrawDefaultInspector(); InventoryDisplay myScript = (InventoryDisplay)target; if (GUILayout.Button("Set Values")) { myScript.SetDisplayValues(); } }