public static int gamerGold = 1000000; // For Shell // public int maxOfMissedCreepsForComputer0; // public int missedCreepsForComputer0; // public int maxOfMissedCreepsForPlayer1; // public int missedCreepsForPlayer1; // GAME INTERFACE ZONE2 // LineRenderer lineRenderer; // Use this for initialization void Start() { Debug.Log("GameField::Start(); -- Start!"); waveManager = new WaveManager(); creepsManager = new CreepsManager(); towersManager = new TowersManager(); factionsManager = new FactionsManager(1f); factionsManager.loadFactions(); gamefield = GameObject.Find("GameField"); Map map = new MapLoader().loadMap(mapPath); sizeFieldX = int.Parse(map.properties ["width"]); sizeFieldZ = int.Parse(map.properties ["height"]); // lineRenderer = gameObject.AddComponent<LineRenderer>(); createField(sizeFieldX, sizeFieldZ, map.mapLayers); Creeps = new GameObject("Creeps"); Creeps.transform.position = new Vector3(0, 10, 0); GameObject NavMesh = new GameObject("NavMesh"); NavMesh.AddComponent <NavMeshSurface>(); // var geo = NavMesh.GetComponent<NavMeshSurface>(); // geo.overrideTileSize = true; // geo.tileSize = 64; //geo.useGeometry = NavMeshCollectGeometry.PhysicsColliders; surface = GameObject.Find("NavMesh").GetComponent <NavMeshSurface>(); surface.BuildNavMesh(); WaveAlgorithm waveAlgorithm = new WaveAlgorithm(sizeFieldX, sizeFieldZ, 30, 30, field); Debug.Log("GameField::Start(); -- End!"); }
private void Awake() { // tutaj po prostu jest singleton i to jest po to żebyśmy mogli się w innych skryptach zwracać do tego skryptu za pomocą stworzonej zmiennej statycznej czyli nie musimy mieć do niej referencji if (Instance != null) { Destroy(gameObject); } else { Instance = this; } }