public void Initialize(Team team, bool isFinished = false) { HitPoints = GetComponent <HitPoints>(); HitPoints.OnDeath += DeathHandler; Team = team; this.isFinished = isFinished; foreach (var renderer in renderers) { renderer.material.SetColor("_Color", team.teamColor); } HitPoints.Initialize(maxHP); }
public void Initialize(Team team, Building buildingPrefab, MapTile tile, TileDirection direction) { HitPoints = GetComponent <HitPoints>(); HitPoints.OnDeath += DeathHandler; Tile = tile; Team = team; Building = Instantiate(buildingPrefab, transform.position, Quaternion.Euler(0, (int)direction * 90, 0), transform); Building.Initialize(team); buildingPoints = 0; progressBar.SetProgress(buildingPoints / Building.buildingPointsCost); resourcesLeftToCollect = new ResourceCollection(Building.cost); State = ConstructionState.GatheringResources; deliveries = new List <Delivery>(); HitPoints.Initialize(maxHP); }