// Use this for initialization void Start() { instance = this; for (int i = 0; i < numberOfBuildings; i++) { buildingBasisMeshRenderers[i] = buildingsBasis[i].GetComponent <MeshRenderer>(); } selectedBuildingIndex = -1; DataFileHandler.SetBuildingsLocationsOnFirstLaunch(buildingLocationsDataFile, numberOfBuildings); buildingsLocations = DataFileHandler.ReadBuildingLocations(buildingLocationsDataFile, numberOfBuildings); for (int i = 0; i < numberOfBuildings; i++) { buildings[i].transform.position = new Vector3(buildingsLocations[i].x, buildingsLocations[i].y, buildingsLocations[i].z); } DataFileHandler.SetBuildingsSquaresOnFirstLaunch(baseSquaresDataFile, baseGridDimensionX_p + baseGridDimensionX_n, baseGridDimensionZ_p + baseGridDimensionZ_n); base_squares = DataFileHandler.ReadBaseSquares(baseSquaresDataFile, baseGridDimensionX_p + baseGridDimensionX_n, baseGridDimensionZ_p + baseGridDimensionZ_n); selectedBuildingArrows.transform.position = new Vector3(0, -100, 0); }
void Start() { mySelectAndMove = gameObject.GetComponent <SelectAndMove> (); }