void Awake() { entitiesManager = EntitiesManager.Instance(); LoadBuildings(); MakeWaves(); }
void Start() { killCount = 0; buildingCount = EntitiesManager.Instance().buildings.Count; Debug.Log(EntitiesManager.Instance().buildings.Count); killCountText.text = killCount.ToString(); buildingCountText.text = buildingCount.ToString(); goldCountText.text = goldCount.ToString(); }
public void Awake() { // load all buildings List <GameObject> buildings = GameObject.FindGameObjectsWithTag("Building").ToList(); for (int i = 0; i < buildings.Count; i++) { EntitiesManager.Instance().AddBuilding(buildings[i].GetComponent <Building> ()); } }
void Awake() { entitiesManager = EntitiesManager.Instance(); entitiesManager.AddEnemy(this); buildings = new List <Building> (); Building.OnBuildingDie += BuildingDestroyReselectTarget; // fire particle system fire = GetComponentInChildren <ParticleSystem> (); fire.Stop(); }
public void Awake() { // make building a trigger GetComponent <BoxCollider> ().isTrigger = true; entitiesManager = EntitiesManager.Instance(); entitiesManager.AddBuilding(this); // on building die fire = GetComponentInChildren <ParticleSystem> (); fire.Stop(); }
void Awake() { distance = 0; entitiesManager = EntitiesManager.Instance(); }
public void Awake() { instance = EntitiesManager.Instance(); }
void Awake() { entitiesManager = EntitiesManager.Instance(); entitiesManager.AddTower(this); }