private void Awake()
        {
            // color nest
            var renderers = _nestGO.GetComponentsInChildren <Renderer>();

            for (int i = 0; i < renderers.Length; i++)
            {
                if (renderers[i].GetComponent <ParticleSystem>() == null)
                {
                    renderers[i].material.color = _color;
                }
            }

            // setup nest reference
            _nest            = _nestGO.GetComponent <NestStructure>();
            _nest.controller = this;
        }
        private void Awake()
        {
            _entityPools = new Dictionary <UnitType, UnitPool>(new UnitTypeComparer())
            {
                { UnitType.Harvester, new UnitPool(_harvesterPrefab, this.gameObject, _initialInstanceCount) },
                { UnitType.Blaster, new UnitPool(_blasterPrefab, this.gameObject, _initialInstanceCount) },
                { UnitType.Warrior, new UnitPool(_warriorPrefab, this.gameObject, _initialInstanceCount) }
            };

            _units = new List <UnitBase>(_initialInstanceCount);

            var nests = FindObjectsOfType <NestStructure>();

            for (int i = 0; i < nests.Length; i++)
            {
                if (ReferenceEquals(nests[i], this))
                {
                    continue;
                }

                this.enemyNest = nests[i];
                break;
            }
        }
Exemple #3
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 /// <summary>
 /// Determines whether the specified nest is allied.
 /// </summary>
 /// <param name="nest">The nest.</param>
 /// <returns><c>true</c> if the other nest is allied; otherwise, <c>false</c>.</returns>
 public bool IsAllied(NestStructure nest)
 {
     return(ReferenceEquals(this.nest, nest));
 }