//public Material tile_impassable; // Impassable //public Material tile_hazard; // Hazard //public Material tile_default; // Clear //public Material tile_objective; // Objective //public Material tile_rough; // Rough //public Material tile_basebuilding; // Building/Base //public Material tile_circuit; // Circuit path //[SerializeField] //public List<Material> tileMaterialsMaster; #endregion //--------------------------------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------------------------------- // // !!!!! START AND UPDATERS !!!!! // //--------------------------------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------------------------------- // Use this for initialization void Start() { //InitialiseTileMaterials(); CameraReferenceSingleton.Instance.InitialiseCam(); AssignMasksToTileTypes(); levelImage = convertToExploitableTexture(rawLevelImage); RetreiveLevelLayout(levelImage); BuildMapGrid(mapLengthColumnsX, mapWidthRowsZ, tilePrefab, mapHolder); SetupMinimapCamera(); SetLevelTerrain(pixelList, groundCells); // First pass, for the flat ground. SetLevelBlocks(groundCells, blockPrefab, dBlockHolder); // Second pass, for the minable/non-minable blocks. ui_ButtonPackAssociatorLocal = GetComponent <UI_ButtonPackAssociator>(); // Links player units and buildings to their respective UI buttons. unitPTM = GetComponent <UnitPositionTrackerManager>(); // Initialises the Position Tracking Manager (PTM) SetupStartingArea(); // Place base, centres camera holder on it and provides camera references for other objects!!! // Also sends order to build UI to the ui building script. BuildUnitPools(popcap_inf, enemy_popcap); //PlaceBlocks() }
private void Awake() { uiBPA_Instance = this; }