// Use this for initialization void Start() { mapGenerator = GetComponent <GameHexMapGenerator>(); disasterSpawner = GetComponent <DisasterSpawner>(); for (int i = 0; i < numberOfMaps; i++) { maps.Add(mapGenerator.GenerateMap(i * 100)); // TODO remove magic number and pick a real offset } Debug.Assert(maps[0] != null); disasterSpawner.InitHexMap(maps[0]); // TODO allow for multiple maps disasterSpawner.SpawnDisaster(Vector3.zero); }
public void ForceDisaster(Disaster.Type disasterType) { if (disaster != null) { return; } switch (disasterType) { case Disaster.Type.Fire: fireSpawner.SpawnDisaster(); break; case Disaster.Type.Water: waterSpawner.SpawnDisaster(); break; case Disaster.Type.Rat: ratSpawner.SpawnDisaster(); break; } }