private void GetRivals() { var HistoricalBias = CountryRelationsFactory.StubCountryBiasList().FirstOrDefault(e => e.Item2 == MapLookUpName); GovernmentType = HistoricalBias.Item5; GovernmnetBias = HistoricalBias.Item1; Allies = HistoricalBias.Item3.ToList(); Rivals = HistoricalBias.Item4.ToList(); }
// Use this for initialization void Start() { wmslObj = WMSK.instance; if (WorldGovernments.Count == 0) { countryFactory = new CountryRelationsFactory(); WorldGovernments = countryFactory.CreateOldWorldOrder(); //World governments needs to get injected into WorldCountryManagent } StartCoroutine(IntializeWorld(WorldGovernments)); GameMapManager = FindObjectOfType <MapManager>(); GameMilitaryManager = FindObjectOfType <MilitaryManager>(); StartCoroutine(GameMilitaryManager.SetNavalGroups(GameMapManager.GamePlayerCountryManager)); //WMSK.instance.SetCountriesAttributes(jsonCountries); }