// Use this for initialization public void Setup() { cachedCommander = GetComponentInParent <AgentCommander>(); if (cachedCommander && cachedCommander.human) { resourceValues = new Dictionary <ResourceType, long>(); resourceLimits = new Dictionary <ResourceType, long>(); resourceImages = new Dictionary <ResourceType, Texture2D>(); for (int i = 0; i < resources.Length; i++) { switch (resources[i].name) { case "Gold": resourceImages.Add(ResourceType.Gold, resources[i]); resourceValues.Add(ResourceType.Gold, 0); resourceLimits.Add(ResourceType.Gold, 0); break; case "Ore": resourceImages.Add(ResourceType.Ore, resources[i]); resourceValues.Add(ResourceType.Ore, 0); resourceLimits.Add(ResourceType.Ore, 0); break; case "Stone": resourceImages.Add(ResourceType.Stone, resources[i]); resourceValues.Add(ResourceType.Stone, 0); resourceLimits.Add(ResourceType.Stone, 0); break; case "Wood": resourceImages.Add(ResourceType.Wood, resources[i]); resourceValues.Add(ResourceType.Wood, 0); resourceLimits.Add(ResourceType.Wood, 0); break; case "Crystal": resourceImages.Add(ResourceType.Crystal, resources[i]); resourceValues.Add(ResourceType.Crystal, 0); resourceLimits.Add(ResourceType.Crystal, 0); break; case "Food": resourceImages.Add(ResourceType.Food, resources[i]); resourceValues.Add(ResourceType.Food, 0); resourceLimits.Add(ResourceType.Food, 0); break; case "Army": resourceImages.Add(ResourceType.Provision, resources[i]); resourceValues.Add(ResourceType.Provision, 0); resourceLimits.Add(ResourceType.Provision, 0); break; default: break; } } Dictionary <ResourceType, Texture2D> resourceHealthBarTextures = new Dictionary <ResourceType, Texture2D>(); for (int i = 0; i < resourceHealthBars.Length; i++) { switch (resourceHealthBars[i].name) { case "ore": resourceHealthBarTextures.Add(ResourceType.Ore, resourceHealthBars[i]); break; case "stone": resourceHealthBarTextures.Add(ResourceType.Stone, resourceHealthBars[i]); break; case "gold": resourceHealthBarTextures.Add(ResourceType.Gold, resourceHealthBars[i]); break; case "crystal": resourceHealthBarTextures.Add(ResourceType.Crystal, resourceHealthBars[i]); break; case "food": resourceHealthBarTextures.Add(ResourceType.Food, resourceHealthBars[i]); break; case "wood": resourceHealthBarTextures.Add(ResourceType.Wood, resourceHealthBars[i]); break; default: break; } } GameResourceManager.SetResourceHealthBarTextures(resourceHealthBarTextures); GameResourceManager.StoreSelectBoxItems(selectBoxSkin, healthy, damaged, critical); GameResourceManager.StoreConstructionMaterials(allowedMaterial, notAllowedMaterial); buildAreaHeight = Screen.height - RESOURCE_BAR_HEIGHT - SELECTION_NAME_HEIGHT - 2 * BUTTON_SPACING; SetCursorState(CursorState.Select); List <AudioClip> sounds = new List <AudioClip>(); List <float> volumes = new List <float>(); sounds.Add(clickSound); volumes.Add(clickVolume); audioElement = new AudioElement(sounds, volumes, "HUD", null); } }