/// <summary> /// Sets up values for world generation. /// </summary> void Awake() { showGrid = ShowGrid; resourceManager = GetComponent <ResourceManager>(); improvementManager = GetComponent <ImprovementManager>(); tileManager = GetComponent <TileManager>(); civGridCamera = GameObject.FindObjectOfType <CivGridCamera>(); axialToHexDictionary = new Dictionary <Vector2, Hex>(); if (generateNodeLocations) { nodeLocations = new Vector3[(int)mapSize.x, (int)mapSize.y]; } if (generateOnStart == true) { //LoadAndGenerateMap("terrainTest"); GenerateNewMap(true); //FileUtility.SaveTerrain("terrainTest"); } else { civGridCamera.enabled = false; } }
/// <summary> /// Sets up values for world generation. /// </summary> void Awake() { showGrid = ShowGrid; resourceManager = GetComponent<ResourceManager>(); improvementManager = GetComponent<ImprovementManager>(); tileManager = GetComponent<TileManager>(); civGridCamera = GameObject.FindObjectOfType<CivGridCamera>(); axialToHexDictionary = new Dictionary<Vector2, Hex>(); if (generateNodeLocations) { nodeLocations = new Vector3[(int)mapSize.x, (int)mapSize.y]; } if (generateOnStart == true) { //LoadAndGenerateMap("terrainTest"); GenerateNewMap(true); //FileUtility.SaveTerrain("terrainTest"); } else { civGridCamera.enabled = false; } }