public void Init(EconomicSystemModel ecoSysModel, EcoPlayerGroupData data, GameObject ecoPlayerPrefab) { this.ecoSysModel = ecoSysModel; this.ecoPlayerPrefab = ecoPlayerPrefab; groupData = data; ecoPlayerModels = new EcoPlayerModel[groupData.playersCnt]; ecoPlayerModelsDic = new Dictionary <int, EcoPlayerModel>(); for (int i = 0; i < groupData.playersCnt; i++) { EcoPlayerData ecoPlayerData = groupData.GetPlayerDataById(groupData.startId + i); GameObject model = GameObject.Instantiate(ecoPlayerPrefab); model.name = "id " + ecoPlayerData.id + " Eco Player"; model.transform.parent = transform; model.transform.position = ecoPlayerData.localPos; model.transform.eulerAngles = Vector3.zero; EcoPlayerModel ecoModel = model.GetComponent <EcoPlayerModel>(); ecoModel.Init(ecoPlayerData); ecoPlayerModels[i] = ecoModel; ecoPlayerModelsDic[ecoPlayerData.id] = ecoModel; } playersCnt = groupData.playersCnt; groupData.onDataAwayChange += DataAwayChange; }
void Init() { economicSystemUI = gameObject.AddComponent <EconomicSystemUI>(); ecoSysData = new EconomicSystemData(); EcoPlayerData tempPlayer = new EcoPlayerData(-1, 10000, 10000, 50, 50, 50, 50, 50, 50, 100, 1); ecoSysData.AddGroupData(tempPlayer, 30); ecoSysData.AddPlaceData(TargetPlaceType.City); ecoSysLogic = new EconomicSystemLogic(ecoSysData); ecoSysModel = gameObject.AddComponent <EconomicSystemModel>(); ecoSysModel.Init(ecoSysData, placePrefab, groupPrefab, ecoPlayerPrefab); }
public void Init(EconomicSystemModel ecoSysModel, TargetPlaceData data) { baseData = data; this.data = data as CityData; this.ecoSysModel = ecoSysModel; }