private void Awake()
        {
            if (m_SelectedCharacter == null)
            {
                m_SelectedCharacter = GameObject.FindObjectOfType <Brain>();
            }

            if (m_SelectionManager == null)
            {
                m_SelectionManager = GameObject.FindObjectOfType <ClickToSelect>();
            }

            if (m_SelectionManager == null && m_SelectedCharacter == null)
            {
                Debug.LogWarning("The StatsUIController has neither a ClickToSelect selection manager or a pre-defined SelectedCharacter. Disabliing the StatsUIController.");
                this.enabled = false;
            }
        }
Esempio n. 2
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    void Awake()
    {
        //If click to select is not added then add
        if(!this.GetComponent<ClickToSelect>())
        {
            selectionScript = this.gameObject.AddComponent<ClickToSelect>();
            //selectionScript.thisBldgScript = this;
        }

        //set trigger layers
        //layer 30 is building selection
        this.gameObject.layer = 30;
        //layer 31 is for triggering actions with NPCs.
        if(scriptTrigger != null)
        {
            scriptTrigger.gameObject.layer = 31;
        }

        registerHouse();
    }
Esempio n. 3
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    void Awake()
    {
        //If click to select is not added then add
        if(!this.GetComponent<ClickToSelect>())
        {
            selectionScript = this.gameObject.AddComponent<ClickToSelect>();
            selectionScript.thisBldgScript = this;
        }

        //set trigger layers
        //layer 30 is building selection
        this.gameObject.layer = 30;
        //layer 31 is for triggering actions with NPCs.
        if(scriptTrigger != null)
        {
            scriptTrigger.gameObject.layer = 31;
        }

        //Get Selected Building UI Script
        selBldgScript = Selected_BuildingHooks.singleton;
    }