void Start() { Current = this; foreach (var p in Players) { foreach (var u in p.StartingUnits) { var go = (GameObject)GameObject.Instantiate(u, p.Location.position, p.Location.rotation); var player = go.AddComponent <Player>(); player.Info = p; if (!p.isAi) { if (Player.Default == null) { Player.Default = p; } } } } }
// Use this for initialization void Start() { current = this; foreach (var playerInfo in players) // For each set of player info in players list { foreach (var unit in playerInfo.startingUnits) // Instantiate every unit in its starting units list { var gameObject = (GameObject)GameObject.Instantiate(unit, playerInfo.location.position, playerInfo.location.rotation); var player = gameObject.AddComponent <Player>(); // Attach Player object to them with corresponding player info player.info = playerInfo; if (!playerInfo.isAI) { if (Player.defaultPlayer == null) { Player.defaultPlayer = playerInfo; } } } } }
// Use this for initialization void Start() { current = this; foreach (var p in players) { foreach (var u in p.startingUnits) { var go = (GameObject)GameObject.Instantiate(u, p.startLocation.position, p.startLocation.rotation); var player = go.AddComponent <Player>(); player.info = p; if (!p.isAi) { if (Player.Default == null) { Player.Default = p; } go.AddComponent <RighClickNavigation>(); go.AddComponent <ActionSelect>(); } } } }
public RtsManager() { Current = this; }