// Start is called before the first frame update private void Awake() { gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); gameWorld = GameObject.Find("GameWorld").GetComponent <GameWorld>(); boundEntity = GetComponent <Entity>(); grid = GameObject.Find("GameWorld").GetComponent <PathGrid>(); aiDirector = gameManager.GetComponent <WorldAIDirector>(); battleEntryScreen = GameObject.Find("BattleEntry").GetComponent <BattleEntryScript>(); }
public void initFresh(TransformedSector sector, WorldAIDirector director, string name, int soldiers, bool needsSup) { this.director = director; this.sector = sector; setBoundSoldiers(soldiers); director.addToDispatchers(gameObject); director.addToReceivers(gameObject); needSupply = needsSup; setName(name); }
// Start is called before the first frame update void Awake() { worldAI = GameObject.Find("GameManager").GetComponent <WorldAIDirector>(); gameManager = GameObject.Find("GameManager").GetComponent <GameManager>(); parameters = gameManager.gameObject.GetComponent <ParametersDDOL>(); generator = GetComponent <WorldGenerator>(); totalSize = new Vector2(tileSize.x * generator.width, tileSize.y * generator.height); GetComponent <BoxCollider2D>().size = new Vector2(totalSize.x, totalSize.y); textureAtlas = GetComponent <WorldTextureAtlas>(); pathGrid = GetComponent <PathGrid>(); generator.Construct(); textureAtlas.Construct(); pathGrid.CreateGrid(); worldAI.lazyInit(Resources.Load("Prefabs/enemy") as GameObject, Resources.Load("Prefabs/scannerPrefab") as GameObject); }
// Start is called before the first frame update void Awake() { affinityBar = transform.gameObject.GetComponentInChildren <AffinityBar>(); director = GameObject.Find("GameManager").GetComponent <WorldAIDirector>(); }