/// <summary> /// Es wird ganz am anfang alle Prefabs aus den Ordnern im Dictionary reingepackt. /// It loaded all the stuff what will be need in the project. /// </summary> public void LoadAllResources() { AddPrefabs(Resources.LoadAll <GameObject>("Prefabs/Buildings"), EntityType.BUILDING); AddPrefabs(Resources.LoadAll <GameObject>("Prefabs/Offices"), EntityType.OFFICES); AddPrefabs(Resources.LoadAll <GameObject>("Prefabs/Fortniture"), EntityType.FORNITURE); AddPrefabs(Resources.LoadAll <GameObject>("Prefabs/Environment"), EntityType.ENVIRONMENT); AddPrefabs(Resources.LoadAll <GameObject>("Prefabs/Entitys/Workers/Developers"), EntityType.DEVELOPER); AddPrefabs(Resources.LoadAll <GameObject>("Prefabs/Entitys/Azubis"), EntityType.AZUBI); AddPrefabs(Resources.LoadAll <GameObject>("Prefabs/Entitys/Clients"), EntityType.CUSTOMER); materials.AddRange(Resources.LoadAll <Material>("Materials")); particleMaterials.AddRange(Resources.LoadAll <Material>("Materials/Particle")); particleSystems.AddRange(Resources.LoadAll <GameObject>("Prefabs/ParticleSystems")); //creat the instances for the game states gameStates.Add(Scenes.INTRO, new Intro()); gameStates.Add(Scenes.MAIN_MENU, new MainMenu()); gameStates.Add(Scenes.PREGAME, new PreGame()); gameStates.Add(Scenes.GAME, new Game()); gameStates.Add(Scenes.LOADING, new Loading()); gameStates.Add(Scenes.EXIT, new Exit()); LoadSettingsData(); }