private void Awake() { owner = GetComponent <NpcMainScript>(); target = null; Colliders = new Collider[bufferSize]; _coverBuffer = new Collider[bufferSize]; StartingPoint = ((NpcMainScript)owner).transform.position; dayNight = DayNightCycleController.Get; }
private void Awake() { if (DayNightCycleControllerInstance != null) { Destroy(gameObject); } else { DayNightCycleControllerInstance = this; } }
public TemperatureController(Func <IEnumerator, Coroutine> StartCoroutine, DayNightCycleController dayNightCycleController) { _temperatureTextManager = new TemperatureTextManager(); _temperatureTextManager.UpdatePanelText(0f); _dayNightCycleController = dayNightCycleController; _startCoroutine = StartCoroutine; _temperatureTarget = GameObject.FindGameObjectWithTag("Temperature Target"); _temperatureTargetTransform = _temperatureTarget.transform; _waitForSeconds = new WaitForSeconds(1f); _lastTempFromTarget = 0f; _startCoroutine.Invoke(UpdateTemperatureRelativeToTimeOfDay()); }
void Start() { Screen.orientation = ScreenOrientation.LandscapeLeft; _currentSceneState = SceneState.Unfavorable; _dayNightCycleController = new DayNightCycleController(); _windController = new WindController(); _cloudController = new CloudController(StartCoroutine); _rainController = new RainController(); _temperatureController = new TemperatureController(StartCoroutine, _dayNightCycleController); _waterController = new WaterController(); _terrainController = new TerrainController(StartCoroutine); _snowController = new SnowController(); _treeGrowthStateController = new TreeGrowthStateController(StartCoroutine, _windController.UpdateTreeWindForceOnGrow); _sceneRestarted = false; }