void Awake() { i = this; humanControllers = new List <HumanController>(); humanControllers.Add(Instantiate(humanPrefab, Vector3.zero, Quaternion.identity)); humanControllers[0].OnInstantiate(); Application.targetFrameRate = 60; this.ObserveEveryValueChanged(humanCount => humanControllers.Count) .Subscribe(humanCount => Variables.humanCount = humanCount) .AddTo(this.gameObject); }
private void Awake() { if (Instance == null) { Instance = this; } else if (Instance != this) { Destroy(gameObject); } bunnyManagerInstance = GetComponentInChildren <BunnyManager>(); roundManagerInstance = GetComponentInChildren <RoundManager>(); humansManagerInstance = GetComponentInChildren <HumansManager>(); moneyManagerInstance = GetComponentInChildren <MoneyManager>(); }
public void Initialize() { GameObjectsManager = Instantiate(_gameObjectsManagerPrefab, this.gameObject.transform); GameObjectsManager.Initialize(); UserInterfaceManager = Instantiate(_userInterfaceManagerPrefab, this.gameObject.transform); BuildingsManager = Instantiate(_buildingsManagerPrefab, this.gameObject.transform); BuildingsManager.Initialize("Buildings"); HumansManager = Instantiate(_humansManagerPrefab, this.gameObject.transform); HumansManager.Initialize("Humans"); BuildingsFactory = new BuildingsFactory(); BuildingsFactory.Initialize(); HumansFactory = new HumansFactory(); HumansFactory.Initialize(); CityBuildingService = new CityBuildingService(); // user interface need spawned buildings from city building service UserInterfaceManager.Initialize(); CityBuildingService.Initialize(); // start point }
// Start is called before the first frame update void Start() { audioSource = GetComponent <AudioSource>(); hud = FindObjectOfType <HUD>(); humansManager = FindObjectOfType <HumansManager>(); }