Exemplo n.º 1
0
    //protected int getWorldSize()    // Is there a nicer way to make a variable public to unity but not editable by child classes...? { get; } etc.
    //{
    //    return worldSize;
    //}

    // Start is called before the first frame update
    void Start()
    {
        nodeManagerPrefab   = (NodeManager)Resources.Load("Prefabs/Node/Node Manager", typeof(NodeManager));
        grassManagerPrefab  = (GrassManager)Resources.Load("Prefabs/Grass/Grass Manager", typeof(GrassManager));
        animalManagerPrefab = (AnimalManager)Resources.Load("Prefabs/Animal/Animal Manager", typeof(AnimalManager));
        worldPrefab         = (World)Resources.Load("Prefabs/World/World", typeof(World));

        Instantiate(worldPrefab, transform);            // Do i have to create instances of classes with "Instantiate" and a prefab...?
        Instantiate(nodeManagerPrefab, transform);
        Instantiate(grassManagerPrefab, transform);
        Instantiate(animalManagerPrefab, transform);
    }
Exemplo n.º 2
0
 public static void registerGrassManager(GrassManager gM)
 {
     grassManager = gM;
 }
Exemplo n.º 3
0
 public static void registerGrassManager(GrassManager gM)
 {
     grassManager = gM;
 }