// Start is called before the first frame update void Start() { QualitySettings.vSyncCount = 0; Application.targetFrameRate = 20; turn = 0; // PHASES["Player"] = 0; // PHASES["Other"] = 1; // PHASES["Enemy"] = 2; Entity[] mapEntities = FindObjectsOfType <Entity>(); PopulateEntities(mapEntities); gridCamera = this.gameObject.GetComponent <Camera>(); inMapGUI = this.gameObject.GetComponent <InMapGUI>(); gridSelector = this.gameObject.GetComponent <TGSCellSelect>(); MeshRenderer[] renderers = FindObjectsOfType <MeshRenderer>(); foreach (MeshRenderer renderer in renderers) { if (renderer.gameObject.tag != "Grid") { meshRenderers.Add(renderer); } } StartPhase("Player"); }
new void Start() { base.Start(); OnFirstScan.AddListener(delegate { // maybe scan them every frame? ScanCells(); // Set highlighted cell to first player if (gameManager.currentPhase == "Player") { SetSelectedCellOnPlayer(selectedPlayer); } }); tgs.OnCellHighlight += (int cellIndex, ref bool cancelHighlight) => { cancelHighlight = true; }; mainCamera = this.gameObject.GetComponent <Camera>(); inMapGUI = mainCamera.GetComponent <InMapGUI>(); gameManager = this.gameObject.GetComponent <GameManager>(); }