public override void OnInspectorGUI() { World_Controller WorldGen = (World_Controller)target; DrawDefaultInspector(); if (GUILayout.Button("Generate")) { WorldGen.CreateNewWorld(); } }
//private Resource _skulls; //private Resource _sins; #endregion void Start() { _skulls = 0.0; _sins = 0.0; _sinEfficency = 100.0; _totalEvilDiedToday = 0; // Units available to the devil at game start. _availableDemons = _startingAvailableDemons; _availableBanshees = _startingAvailableBanshees; // The current maximum deployable units. _maxDeployableDemons = _startingAvailableDemons; _maxDeployableBanshees = _startingAvailableBanshees; _sinsMultiplier = 0.00000000005; world_Controller = this.gameObject.GetComponent<World_Controller>(); }
void Start() { _souls = 0; _prayers = 0; _prayerEfficency = 100.0; _totalGoodDeathCountToday = 0; // Units available to God at game start. _availableAngels = _startingAvailableAngels; _availableInquisitors = _startingAvailableInquisitors; // The current maximum deployable unit. _maxDeployableAngels = _availableAngels; _maxDeployableInquisitors = _availableInquisitors; _prayersMultiplier = 0; world_Controller = this.gameObject.GetComponent <World_Controller>(); }