private static void Load2ndStep() { SetLoadedTerrainInTerraRoot(); Program.RedoGame(); //now action the continue button event BuildingPot.LoadBuildingsNow(); Program.MyScreen1.DestroyCurrLoadLoading(); }
/// <summary> /// bzloading screen appers after the terrain is loaded . so im goona wait until loading is loaded so will fire this /// events after /// </summary> private void FirstPartOfNewGameCreated() { //and im waiting 1 second if (current.name.Contains("Loading") && Time.time > timeClicked + 0) { isNewGameCreated = false; Program.RedoGame(); BuildingPot.LoadBuildingsNow(); } }
public void Show(List <H> vals) { //means Im a creating new Towns to be saved as Initial(Templates) towns if (Developer.IsDev && BuildingPot.Control.Registro.AllBuilding.Count == 0) { BuildingPot.CreateUnlockBuilds(); } BuildingPot.UnlockBuilds1.UpdateBuildsStatuses(); LoadMenu(vals); transform.position = iniPosition; }
public void Show(List <H> vals) { //means Im a creating new Towns to be saved as Initial(Templates) towns if (Developer.IsDev && BuildingPot.Control.Registro.AllBuilding.Count == 0) { BuildingPot.CreateUnlockBuilds(); } BuildingPot.UnlockBuilds1.UpdateBuildsStatuses(); LoadMenu(vals); //transform.position = iniPosition; for (int i = 0; i < transform.childCount; i++) { transform.GetChild(i).gameObject.SetActive(true); } }
void Update() { UpdateCaller(); if (BuilderPot == null) { BuilderPot = (BuildingPot)Create(Root.builderPot, container: Program.ClassContainer.transform); } GeneralSwitch(); ModeSwitcher(); ChangeGameSpeed(); FirstPersonCam(); //AddressPointerOutOfScreen(); }
public void Initialize() { if (!MeshController.CrystalManager1.IsFullyLoaded() || !Program.GameFullyLoaded())//making sure all build are fullt loaded { return; } init = false; PersonData pData = XMLSerie.ReadXMLPerson(); CamControl.CAMRTS.InputRts.SaveFirstCamPos(); //brand new game if (pData == null) { SpawnIniPersonas(); GameController.LoadStartingConditions(conditions[Difficulty]); RestartController(); //here bz trees all spawneed after buildings. //so if tree is inside a building wont be deleted. bz the building //might be to big and wont collide with the building BuildingPot.Control.Registro.DoLastStepOfTownLoaded(); } //loading from file game else { LoadFromFile(pData); //game controller is loaded and Saved on BuildingSaveLoad.cs //called here for the first time after a Storage was build. //This is DEBUG GameController.LoadStartingConditions(conditions[Difficulty]); CamControl.CAMRTS.InputRts.LoadLastCamPos(); } BuildingPot.CreateUnlockBuilds(); MeshController.InitBuyRegions(); Program.gameScene.GameController1.ReCheckWhatsOnStorage(); Program.gameScene.ReleaseLoadingScreen(); }