void Start() { global_settings = global_manager.GetComponent <GlobalSettings>(); terrain_define = global_settings.terrain_define; terrain_nodes_list = terrain_define.terrain_nodes_list; //TerrainCreator terrain_creator = GameObject.Find ("terrain").GetComponent<TerrainCreator>(); //terrain_nodes_list = terrain_creator.terrain_nodes_list; terrain_size = terrain_define.terrain_size; }
public void Awake() { node_shader = "TheGrid/NodeShaderDesktop"; terrain_define = terrain.GetComponent <TerrainDefine>(); pathfinder = terrain.GetComponent <Pathfinder>(); //beacon_max_distance = 1.0f; /* * if (apple_ios || google_android) { * node_shader = "TheGrid/NodeShaderMobil"; * } else if (windows_pc || apple_mac) { * node_shader = "TheGrid/NodeShaderDesktop"; * } */ }
public void Awake() { network_id = 0; // will be set by PlayerNetworkSetup global_settings = global_manager.GetComponent <GlobalSettings>(); terrain_define = global_settings.terrain_define; terrain_nodes_list = terrain_define.terrain_nodes_list; pathfinder = global_settings.pathfinder; cam_editor = cam.GetComponent <CameraPerspectiveEditor>(); //cam_controler = cam.transform.parent.transform; /* * if (apple_ios || google_android) { * node_shader = "TheGrid/NodeShaderMobil"; * } else if (windows_pc || apple_mac) { * node_shader = "TheGrid/NodeShaderDesktop"; * } */ }
// Use this for initialization void Start() { // global_settings contains information about the scene global_settings = global_manager.GetComponent <GlobalSettings>(); terrain_define = global_settings.terrain_define; // player_info contains information about the player player_info = player_manager.GetComponent <PlayerInfo>(); player_input = player_manager.GetComponent <PlayerInput>(); // player player = player_info.player; // terrain terrain_nodes_list = terrain_define.terrain_nodes_list; pathfinder = global_settings.pathfinder; //Debug.Log(terrain_nodes_list); path_to_follow = new TerrainNode[1] { terrain_nodes_list.FindClosestTerrainNodeToPoint(new Vector3(0.0f, 0.0f, 0.0f)) }; }