protected override void Start() { base.Start(); m_deedReporter = GetComponent <DeedReporter>(); interactionUI = FindObjectOfType <InteractionUI>(); StartCoroutine(UpdateUICoroutine()); }
// Start() does basic setup. protected override void Start() { base.Start(); m_deedReporter = GetComponent <DeedReporter>(); m_member = GetComponent <FactionMember>(); m_member.GetPowerLevel = GetPowerLevel; m_member.GetSelfPerceivedPowerLevel = GetSelfPerceivedPowerLevel; m_destination = GetRandomDestination(); m_text = GetComponentInChildren <UnityEngine.UI.Text>(); ChangeState(State.Wander, null); }
// Start() does basic setup. protected override void Start() { base.Start(); m_deedReporter = GetComponent <DeedReporter>(); if (m_deedReporter != null) { m_deedReporter.enabled = true; // Dummy line to quiet Unity 2018+ if USE_PHYSICS2D isn't set yet. } m_member = GetComponent <FactionMember>(); m_member.GetPowerLevel = GetPowerLevel; m_member.GetSelfPerceivedPowerLevel = GetSelfPerceivedPowerLevel; m_destination = GetRandomDestination(); m_text = GetComponentInChildren <UnityEngine.UI.Text>(); ChangeState(State.Wander, null); }