void Start() // Manager { intendant = GameObject.Find("Intendant").GetComponent <intendant>(); intendant.AddProvince(gameObject); // Construct(verticles, triangles); GameObject province_capital = GameObject.Find(String.Format("{0}/Capital", gameObject.name)); province_capital.transform.position = capital_coords; capital = GameObject.Find(String.Format("{0}/Capital", gameObject.name)); if (sea > 1) { population = 0; education = 0; army = 0; separatism = 0; } }
// public string flag_file_name; // Start is called before the first frame update void Start() { // changing state color to more pastel hue intendant = GameObject.Find("Intendant").GetComponent <intendant>(); float h, s, v; Color.RGBToHSV(state_color, out h, out s, out v); s = 0.5f; v = 1; state_color = Color.HSVToRGB(h, s, v); intendant.AddState(gameObject); //Debug.Log(icon_file); flag = Resources.Load(icon_file) as Sprite; //Debug.Log(flag); UpdateEconomicInfo(); }
// Start is called before the first frame update void Start() { intendant = GameObject.Find("Intendant").GetComponent <intendant>(); }
// Start is called before the first frame update void Start() { state = gameObject.GetComponent <stategen>(); intendant = GameObject.Find("Intendant").GetComponent <intendant>(); Consequentor = GameObject.Find("Consequentor").GetComponent <consequentor>(); }
// Start is called before the first frame update void Start() { GameModeMenu = GameObject.Find("GameModeMenu"); GameModeMenu.SetActive(false); intendant = GameObject.Find("Intendant").GetComponent <intendant>(); }