public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { var data = new CityComponent(cityGameObject.transform.position, city, healthyPopulation, sickPopulation, moral, industry, sicknessRate, sicknessDetectionLevel, infrastructureLevel, quarantineLevel); dstManager.AddComponentData(entity, data); dstManager.AddSharedComponentData(entity, new RenderMesh { //mesh = PolygonalMesh(30f, 5), mesh = DoubleSidedPolygonalMesh(30f, 10f, 16), material = new Material(circleMaterial) }); }
public City(Hex hex, Player player) { this.Player = player; //ResourceBalance = new Resources(Player.ResourceBalance); mainHex = hex; hex.MainCityHex = true; Hexes = new List <Hex>(); AddHex(hex); foreach (Hex h in hex.GetNeightbours()) { AddHex(h); } Population = 1; Name = "TestCity"; CityGameObject = GameObject.Instantiate(Player.cityPrefab); CityGameObject.transform.position += hex.Position(); cityComponent = CityGameObject.AddComponent <CityComponent>(); cityComponent.CityGameObject = CityGameObject; cityComponent.CityLogic = this; UnitsInCity = new List <Unit>(); this.unitsAssets = this.Player.gameManager.UnitDatabase; UnitInCityNumber = 0; }