public override void Interact()
 {
     base.Interact();
     if (empty)
     {
         BuildingsPresets buildingMenu = Resources.Load("Prefabs/ScriptableObjects/ElementyUI") as BuildingsPresets;
         GameControllerScript.Instance.currentGridPoint = this;
         Instantiate(buildingMenu.budynki[0]);
         GameControllerScript.Instance.SetRayFromCamera(false);
     }
     model.GetComponent <Renderer>().material = Resources.Load("Prefabs/Materials/Touched") as Material;
 }
Exemple #2
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    private void Start()
    {
        m_natureMap = GetComponent <MapNatureGenerator>();

        size           = 8;
        gridPrefab     = Resources.Load("Prefabs/Grid/GridPoint") as GameObject;
        gridBasePrefab = Resources.Load("Prefabs/Objects/Odlamki/Prefabs/baseGrid") as GameObject;
        gridConteiner.transform.position = new Vector3(gridConteiner.transform.position.x - size / 2f, gridConteiner.transform.position.y, gridConteiner.transform.position.z - size / 2f);

        GameObject ground = Instantiate(gridBasePrefab, groundConteriner.transform);

        ground.transform.localScale = new Vector3(ground.transform.localScale.x * size, ground.transform.localScale.y, ground.transform.localScale.z * size);
        m_smog    = ground.GetComponent <BaseGrid>().m_smog;
        buildMode = GameControllerScript.Instance.GetBuildMode();
        CreateUnlockButton();
        neutralBuilidings = Resources.Load("Prefabs/ScriptableObjects/ModeleZasobow") as BuildingsPresets;

        CreateGrid(size);
    }