void Start() { // FactoryVis = Instantiate(FactoryVisualPrefab, transform); // FactoryVis.transform.localPosition = new Vector3(0, 0, 0); //FactoryVis.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f); // Set NumParticles double carbonIntensity = MainScript.GetCarbonIntensityByCountry(_countryCode); // If carbon intensity is 0, this country is not in the data set and should be disabled if (carbonIntensity == 0f) { SetMaterialColor(COUNTRY_COLOR_INACTIVE); Destroy(this); } else { NumParticles = (int)(carbonIntensity * _area); // Instantiate particle system particleObj = Instantiate(GetComponentInParent <ContinentScript>().particleObject, transform, true); particleObj.transform.localPosition = new Vector3(0, 0, 0); //particleObj.transform.localScale = new Vector3(0.01f, 0.01f, 0.01f); //particleObj.transform.localScale = new Vector3(5.0f, 5.0f, 5.0f); // Set stable levels if (carbonIntensity < 500f) { // Clean country _stableSmogLevelLow = carbonIntensity; _stableSmogLevelHigh = carbonIntensity + 500f; _countryType = CountryType.CLEAN; } else { // Dirty country _stableSmogLevelLow = carbonIntensity - 500f; _stableSmogLevelHigh = carbonIntensity + 500f; _countryType = CountryType.DIRTY; } // Register country with game manager MainScript.RegisterCountry(this); } }