public void Awake() { tileM.SetStartCoroutineReference(this); persistenceM.SetStartCoroutineReference(this); uiM.SetStartCoroutineReference(this); resourceM.SetResourceReferences(); resourceM.SetGameObjectReferences(); resourceM.CreateResources(); resourceM.CreatePlantPrefabs(); resourceM.CreateObjectPrefabs(); resourceM.LoadLocationNames(); TileManager.TileType.InitializeTileTypes(); TileManager.Biome.InitializeBiomes(); TileManager.ResourceVein.InitializeResourceVeins(); humanM.CreateNames(); humanM.CreateHumanSprites(); colonistM.CreateColonistSkills(); // Skills must currently be ahead of professions to determine skill-profession relationship colonistM.CreateColonistProfessions(); colonistM.CreateColonistNeeds(); colonistM.CreateMoodModifiers(); foreach (BaseManager manager in managers) { manager.Awake(); } uiM.SetupUI(); persistenceM.CreateSettingsState(); }