void Start() { pathFollowSystem = FindObjectOfType <PathFollowSystem>(); dayCycleSystem = FindObjectOfType <DayCycleSystem>(); followCursorSystem = FindObjectOfType <FollowCursorSystem>(); growthSystem = FindObjectOfType <GrowthSystem>(); motionSystem = FindObjectOfType <MotionSystem>(); randomMovementSystem = FindObjectOfType <RandomMovementSystem>(); rotationSystem = FindObjectOfType <RotationSystem>(); }
void Start() { //Dwarfs List <PathComponent> tmpPathComponents = new List <PathComponent>(); List <Transform> tmpDwarfsTransformComponents = new List <Transform>(); List <InventoryComponent> tmpDwarfsInventoryComponents = new List <InventoryComponent>(); //Giver List <DwarfsSlots> tmpGiverDwarfsSlotsComponents = new List <DwarfsSlots>(); List <Transform> tmpGiverBuildingsTransformsComponents = new List <Transform>(); List <GiverComponent> tmpGiverComponents = new List <GiverComponent>(); //Receiver List <DwarfsSlots> tmpReceiverDwarfsSlotsComponents = new List <DwarfsSlots>(); List <Transform> tmpReceiverBuildingsTransformsComponents = new List <Transform>(); List <ReceiverComponent> tmpReceiverComponents = new List <ReceiverComponent>(); //Storage List <DwarfsSlots> tmpPassiveInventoryDwarfsSlotsComponents = new List <DwarfsSlots>(); List <Transform> tmpPassiveInventoryTransformsComponents = new List <Transform>(); List <PassiveInventoryComponent> tmpPassiveInventoryComponents = new List <PassiveInventoryComponent>(); List <GameObject> tmpEntities = GetEntities(); foreach (GameObject e in tmpEntities) { if (e.GetComponent <PathComponent>() && e.GetComponent <InventoryComponent>()) { tmpPathComponents.Add(e.GetComponent <PathComponent>()); tmpDwarfsTransformComponents.Add(e.GetComponent <Transform>()); tmpDwarfsInventoryComponents.Add((e.GetComponent <InventoryComponent>())); } else if (e.GetComponent <DwarfsSlots>() && e.GetComponent <GiverComponent>()) { tmpGiverDwarfsSlotsComponents.Add(e.GetComponent <DwarfsSlots>()); tmpGiverComponents.Add(e.GetComponent <GiverComponent>()); tmpGiverBuildingsTransformsComponents.Add(e.GetComponent <Transform>()); } else if (e.GetComponent <DwarfsSlots>() && e.GetComponent <ReceiverComponent>()) { tmpReceiverDwarfsSlotsComponents.Add(e.GetComponent <DwarfsSlots>()); tmpReceiverComponents.Add(e.GetComponent <ReceiverComponent>()); tmpReceiverBuildingsTransformsComponents.Add(e.GetComponent <Transform>()); } else if (e.GetComponent <PassiveInventoryComponent>() && e.GetComponent <DwarfsSlots>()) { foreach (PassiveInventoryComponent passiveInventoryComponent in e.GetComponents <PassiveInventoryComponent>()) { tmpPassiveInventoryComponents.Add(passiveInventoryComponent); tmpPassiveInventoryDwarfsSlotsComponents.Add(e.GetComponent <DwarfsSlots>()); tmpPassiveInventoryTransformsComponents.Add(e.GetComponent <Transform>()); } } } //Dwarfs pathComponents = tmpPathComponents.ToArray(); dwarfsTransformComponents = tmpDwarfsTransformComponents.ToArray(); dwarfsInventoryComponents = tmpDwarfsInventoryComponents.ToArray(); //Giver giverDwarfsSlotComponents = tmpGiverDwarfsSlotsComponents.ToArray(); giverComponents = tmpGiverComponents.ToArray(); giverTransformComponents = tmpGiverBuildingsTransformsComponents.ToArray(); //Receiver receiverDwarfsSlotComponents = tmpReceiverDwarfsSlotsComponents.ToArray(); receiverComponents = tmpReceiverComponents.ToArray(); receiverTransformComponents = tmpReceiverBuildingsTransformsComponents.ToArray(); //Storage passiveInventoryDwarfsSlotsComponents = tmpPassiveInventoryDwarfsSlotsComponents.ToArray(); passiveInventoryTransformsComponents = tmpPassiveInventoryTransformsComponents.ToArray(); passiveInventoryComponents = tmpPassiveInventoryComponents.ToArray(); aStarSystem = FindObjectOfType <AstarSystem>(); dayCycleSystem = FindObjectOfType <DayCycleSystem>(); }