// Start is called before the first frame update void Start() { cubehighlight = Resources.Load("Outline", typeof(Material)) as Material; cubenolight = Resources.Load("Normal", typeof(Material)) as Material; cubehighlight.color = Color.white; cubenolight.color = Color.white; group = 0; //graycast = New GraphicRaycaster(); mes = GetComponent <EventSystem>(); //initialize literally everything //gold manager gold = GameObject.FindObjectOfType <GoldManager>(); g = gameObject.GetComponent <GridManager>(); //box collider for the grid to know when its clicked on BoxCollider b = gameObject.GetComponent <BoxCollider>(); b.center = b.center + new Vector3(g.w / 2, 0, g.h / 2); b.size = new Vector3(g.w + 1, 1, g.h + 1); //track when grid is awake or asleep state = 0; awake = false; //turret prefab and holder (holder not yet implemented) bh_transform = FindObjectOfType <Building_Holder>().gameObject.transform; cam = GameObject.FindObjectOfType <CameraController>().gameObject; //this isnt working, so need to set this in the editor manually //blocker = GameObject.FindObjectOfType<Blocker>().gameObject; //blocker.SetActive(false); tss = turretshop.GetComponent <TurretShop>(); ng = Object.FindObjectOfType <nogold>(); }
// Start is called before the first frame update void Start() { cubehighlight = Resources.Load("Outline", typeof(Material)) as Material; cubenolight = Resources.Load("Normal", typeof(Material)) as Material; g1s = 0; g2s = 0; g3s = 0; g4s = 0; //initialize literally everything highlight = Resources.Load("Outline", typeof(Material)) as Material; //gold manager gold = GameObject.FindObjectOfType <GoldManager>(); g = gameObject.GetComponent <GridManager>(); //box collider for the grid to know when its clicked on BoxCollider b = gameObject.GetComponent <BoxCollider>(); b.center = b.center + new Vector3(0, g.h / 2f, g.w / 2f); //b.center = highlighter.transform.position; b.size = new Vector3(1, g.h + 1, g.w + 1); //b.size = */ //track when grid is awake or asleep state = 0; awake = false; //passive building prefab and holder building_pf = Resources.Load("goldbuildingobj", typeof(GameObject)) as GameObject; explore_pf = Resources.Load("Exploreobj", typeof(GameObject)) as GameObject; missile_pf = Resources.Load("missileresearchobj", typeof(GameObject)) as GameObject; slow_pf = Resources.Load("laserresearchobj", typeof(GameObject)) as GameObject; single_pf = Resources.Load("lightgunresearch", typeof(GameObject)) as GameObject; bh_transform = FindObjectOfType <Building_Holder>().gameObject.transform; cam = GameObject.FindObjectOfType <CameraController>().gameObject; //blocker = GameObject.FindObjectOfType<Image>().gameObject; //blocker.SetActive(false); selector = Resources.Load("Selector", typeof(GameObject)) as GameObject; normal = Resources.Load("Normal", typeof(Material)) as Material; ng = Object.FindObjectOfType <nogold>(); }