// Start is called before the first frame update void Start() { thingToTrackReference = thingToTrack; RunOnAnyTilePrepActivityRef = this; //Queue<GameObject> activationList = new Queue <GameObject>(); //Queue<GameObject> deactivationList = new Queue <GameObject>(); RenderingMessageRef = RenderingMessage; RenderingMessageRefGameObject = RenderingMessageRef.gameObject; DistrictMessageRefGameObject = DistrictMessage.gameObject; TerrainTile.OnBeforeTileGenerate -= OnBeforeTileGenerated; TerrainTile.OnBeforeTileGenerate += OnBeforeTileGenerated; TerrainTile.OnTileApplied -= OnTileAppliedRenderMeshSplines; TerrainTile.OnTileApplied += OnTileAppliedRenderMeshSplines; // TODO ADD TAG BASED ROTATION //TerrainTile.OnTileApplied -= OnTileAppliedRotateTowardsTag; //TerrainTile.OnTileApplied += OnTileAppliedRotateTowardsTag; TerrainTile.OnAllComplete -= OnAllTilesGenerated; TerrainTile.OnAllComplete += OnAllTilesGenerated; tgos = Component.FindObjectOfType <TownGlobalObjectService>(); TerrainTile.OnTileMoved -= OnTileMoved; TerrainTile.OnTileMoved += OnTileMoved; }
// We Always do the checks. void Awake() { StaticInstance = Instance; DoChecks(); }