void Start() { FactionUnitUpgrades = new FactionUnitUpradesVars[GameManager.Instance.Factions.Count]; //create a slot for each faction: for (int i = 0; i < GameManager.Instance.Factions.Count; i++) { FactionUnitUpgrades [i] = new FactionUnitUpradesVars(); //reset the unit- and upgrade list at the start: FactionUnitUpgrades [i].UnitsToUpgrade.Clear(); FactionUnitUpgrades [i].UpgradeList.Clear(); } }
void Start() { //activate the free units: if (FreeUnits.Length > 0 && GameManager.MultiplayerGame == false) { for (int i = 0; i < FreeUnits.Length; i++) { FreeUnits [i].gameObject.SetActive(true); } } FactionUnitUpgrades = new FactionUnitUpradesVars[GameManager.Instance.Factions.Count]; //create a slot for each faction: for (int i = 0; i < GameManager.Instance.Factions.Count; i++) { FactionUnitUpgrades [i] = new FactionUnitUpradesVars(); //reset the unit- and upgrade list at the start: FactionUnitUpgrades [i].UnitsToUpgrade.Clear(); FactionUnitUpgrades [i].UpgradeList.Clear(); } }