void Start() { // Make sure everything is imported ResourceLoader.AttemptImport(); foreach (RecipeData recipe in RecipeLibrary.All()) { RecipeDisplay display = Instantiate(RecipeDisplay.DefaultDisplay, mContent.transform); display.mCurrentRecipe = recipe; mDisplays.Add(display); } }
void Start() { // Make sure material is setup and loaded (Is fine to call, as it won't reimport unless flag active) ResourceLoader.AttemptImport(); // Only init, if hasn't already been forced to if (mImage == null) { // Start as empty mImage = GetComponent <RawImage>(); mImage.enabled = false; mAmountText.text = ""; // Make a copy of mesh (Unity doesn't allow for instanced materials in IO :/) mImage.material = Instantiate(mImage.material); } }
void Start() { if (Main == null) { Main = this; Debug.Log("World Manager created."); // Make sure library is initialized ResourceLoader.AttemptImport(); mWorker = GetComponent <WorldWorker>(); mCurrentTerrain = VoxelTerrain.New(-1); Entity_Player player = Resources.Load <Entity_Player>("Entities/Human/Player/Player Prefab"); Instantiate(player.gameObject); } else { Debug.LogError("Cannot have multiple world managers active at once."); Destroy(gameObject); } }