Example #1
0
        public static void setUnityAPI()
        {
            // Assigns a material named "Assets/Resources/..." to the object.
            //defaultCountryBorderMaterial = Resources.Load("materials/CountryBorder", typeof(Material)) as Material;
            defaultCountryBorderMaterial = GameObject.Find("CountryBorderMaterial").GetComponent <MeshRenderer>().material;

            //defaultProvinceBorderMaterial = Resources.Load("materials/ProvinceBorder", typeof(Material)) as Material;
            defaultProvinceBorderMaterial = GameObject.Find("ProvinceBorderMaterial").GetComponent <MeshRenderer>().material;

            //selectedProvinceBorderMaterial = Resources.Load("materials/SelectedProvinceBorder", typeof(Material)) as Material;
            selectedProvinceBorderMaterial = GameObject.Find("SelectedProvinceBorderMaterial").GetComponent <MeshRenderer>().material;

            //impassableBorder = Resources.Load("materials/ImpassableBorder", typeof(Material)) as Material;
            impassableBorder = GameObject.Find("ImpassableBorderMaterial").GetComponent <MeshRenderer>().material;

            //r3dTextPrefab = (GameObject)Resources.Load("prefabs/3dProvinceNameText", typeof(GameObject));
            r3dTextPrefab = GameObject.Find("3dProvinceNameText");

            mapObject = GameObject.Find("MapObject");
            Province.generateUnityData(grid);
            Country.setUnityAPI();
            seaProvinces = null;
            grid         = null;
            map          = null;
            // Annex all countries to P)layer
            //foreach (var item in Country.allCountries)
            //{
            //    item.annexTo(Game.Player);
            //}
        }