// Use this for initialization void Start() { if (GameDataController.resourceTypes == null) { Debug.LogError("ResourceTypes not found"); } else if (GameDataController.playerResources == null) { Debug.LogError("PlayerResources not found"); } else { resourceTypes = GameDataController.resourceTypes; resourceStorage = GameDataController.playerResources; currentResourceChange = new Dictionary <ResourceTypesModel, float>(); foreach (ResourceTypesModel resource in resourceTypes.Values) { currentResourceChange.Add(resource, 0); } resourceCapacity = new Dictionary <ResourceTypesModel, float>(); foreach (ResourceTypesModel resource in resourceTypes.Values) { resourceCapacity.Add(resource, 0); } productionBuildings = new List <BuildingModel>(); GenerateResourceBar(); // Enable BuildingLayerController after ResourceController is instantiated GameObject buildingLayer = GameObject.Find("Building Layer"); BuildingLayerController mb = buildingLayer.GetComponent("BuildingLayerController") as BuildingLayerController; mb.OnResourcesChanged = CbOnResourcesChanged; mb.enabled = true; } }
/// <summary> /// Check needed references to BuildingLayer for placing buildings /// </summary> void onStart() { Debug.Log("Hud"); if (buildingLayer == null) { Debug.LogError("BuildingLayer not set"); } buildingController = buildingLayer.GetComponent <BuildingLayerController>(); if (buildingController == null) { Debug.LogError("BuildingController not found"); } }