// Start is called before the first frame update void Start() { setUp = new SetUpPhase(); setUp.SetDeckandMarket(); players.Add(new Player()); players.Add(new Player()); }
//List of Game Events //public List<GameEvent> gameEvents = new List<GameEvent>(); // Start is called before the first frame update void Start() { UnityEngine.Debug.Log(Application.persistentDataPath); myFileLogHandler = new MyFileLogHandler(); logger.Log(kTAG, "MyGameClass Start."); map = new Map("Green", "Assets/data/germany-sectors.dat", "Assets/data/germany-connections.dat"); map.FindAdjacentSectorData(); foreach (var sector in map.sectors) { UnityEngine.Debug.Log($"Sector {sector.name} is adjacent to:"); foreach (var adj in sector.adjacentSectors) { UnityEngine.Debug.Log("\t" + adj.name); } } //foreach (var city in map.cities) //{ // UnityEngine.Debug.Log($"City {city.name} is adjacent to:"); // foreach (var adj in city.adjacentSectors) // UnityEngine.Debug.Log("\t" + adj.name); //} List <City> allCities = map.getCityList(); myCity = allCities[0]; setUp = new SetUpPhase(); setUp.SetDeckandMarket(); setUp.SetResourceMarket(); //Adding the players to the player list players.Add(new Player()); players.Add(new Player()); players.Add(new Player()); //UnityEngine.Debug.Log(players); }