void Awake() { HexMetrics.noiseSource = noiseSource; HexMetrics.InitializeHashGrid(seed); HexMetrics.colors = colors; CreateMap(cellCountX, cellCountZ); }
private void Awake() { HexMetrics.noiseSource = noiseSource; HexMetrics.InitializeHashGrid(seed); HexUnit.unitPrefab = unitPrefab; cellShaderData = gameObject.AddComponent <HexCellShaderData>(); CreateMap(cellCountX, cellCountZ); }
private void OnEnable() { if (!HexMetrics.noiseSource) { HexMetrics.noiseSource = noiseSource; HexMetrics.InitializeHashGrid(seed); HexUnit.unitPrefab = unitPrefab; } }
void OnEnable() { if (!noiseSource) { HexMetrics.noiseSource = noiseSource; HexMetrics.InitializeHashGrid(seed); HexMetrics.colors = colors; } }
private void OnEnable() { if (!HexMetrics.noiseSource) { HexMetrics.noiseSource = noiseSource; HexMetrics.InitializeHashGrid(seed); HexUnit.unitPrefab = unitPrefab; HexMetrics.wrapSize = wrapping ? cellCountX : 0; ResetVisibility(); } }