예제 #1
0
    // Start is called before the first frame update
    void Start()
    {
        cubehighlight       = Resources.Load("Outline", typeof(Material)) as Material;
        cubenolight         = Resources.Load("Normal", typeof(Material)) as Material;
        cubehighlight.color = Color.white;
        cubenolight.color   = Color.white;
        group = 0;
        //graycast = New GraphicRaycaster();
        mes = GetComponent <EventSystem>();
        //initialize literally everything
        //gold manager
        gold = GameObject.FindObjectOfType <GoldManager>();
        g    = gameObject.GetComponent <GridManager>();
        //box collider for the grid to know when its clicked on
        BoxCollider b = gameObject.GetComponent <BoxCollider>();

        b.center = b.center + new Vector3(g.w / 2, 0, g.h / 2);
        b.size   = new Vector3(g.w + 1, 1, g.h + 1);
        //track when grid is awake or asleep
        state = 0;
        awake = false;
        //turret prefab and holder (holder not yet implemented)
        bh_transform = FindObjectOfType <Building_Holder>().gameObject.transform;
        cam          = GameObject.FindObjectOfType <CameraController>().gameObject;
        //this isnt working, so need to set this in the editor manually
        //blocker = GameObject.FindObjectOfType<Blocker>().gameObject;
        //blocker.SetActive(false);
        tss = turretshop.GetComponent <TurretShop>();
        ng  = Object.FindObjectOfType <nogold>();
    }
예제 #2
0
    // Start is called before the first frame update
    void Start()
    {
        cubehighlight = Resources.Load("Outline", typeof(Material)) as Material;
        cubenolight   = Resources.Load("Normal", typeof(Material)) as Material;

        g1s = 0;
        g2s = 0;
        g3s = 0;
        g4s = 0;
        //initialize literally everything
        highlight = Resources.Load("Outline", typeof(Material)) as Material;

        //gold manager
        gold = GameObject.FindObjectOfType <GoldManager>();
        g    = gameObject.GetComponent <GridManager>();
        //box collider for the grid to know when its clicked on
        BoxCollider b = gameObject.GetComponent <BoxCollider>();

        b.center = b.center + new Vector3(0, g.h / 2f, g.w / 2f);
        //b.center = highlighter.transform.position;
        b.size = new Vector3(1, g.h + 1, g.w + 1);
        //b.size = */
        //track when grid is awake or asleep
        state = 0;
        awake = false;
        //passive building prefab and holder
        building_pf  = Resources.Load("goldbuildingobj", typeof(GameObject)) as GameObject;
        explore_pf   = Resources.Load("Exploreobj", typeof(GameObject)) as GameObject;
        missile_pf   = Resources.Load("missileresearchobj", typeof(GameObject)) as GameObject;
        slow_pf      = Resources.Load("laserresearchobj", typeof(GameObject)) as GameObject;
        single_pf    = Resources.Load("lightgunresearch", typeof(GameObject)) as GameObject;
        bh_transform = FindObjectOfType <Building_Holder>().gameObject.transform;
        cam          = GameObject.FindObjectOfType <CameraController>().gameObject;
        //blocker = GameObject.FindObjectOfType<Image>().gameObject;
        //blocker.SetActive(false);
        selector = Resources.Load("Selector", typeof(GameObject)) as GameObject;
        normal   = Resources.Load("Normal", typeof(Material)) as Material;
        ng       = Object.FindObjectOfType <nogold>();
    }