public void Load() { if (current != null) { return; } current = this; buildEmitter = Instantiate(Resources.Load <ParticleSystem>("buildEmitter")); lightPassengerShip_pref = Resources.Load <GameObject>("Prefs/lightPassengerShip"); lightCargoShip_pref = Resources.Load <GameObject>("Prefs/lightCargoShip"); lightWarship_pref = Resources.Load <GameObject>("Prefs/lightWarship"); privateShip_pref = Resources.Load <GameObject>("Prefs/privateShip"); lightPassengerShips = new List <GameObject>(); lightCargoShips = new List <GameObject>(); lightWarships = new List <GameObject>(); privateShips = new List <GameObject>(); plane_excavated_025 = Resources.Load <Mesh>("Meshes/Plane_excavated_025"); plane_excavated_05 = Resources.Load <Mesh>("Meshes/Plane_excavated_05"); plane_excavated_075 = Resources.Load <Mesh>("Meshes/Plane_excavated_075"); lr_red_material = Resources.Load <Material>("Materials/GUI_Red"); lr_green_material = Resources.Load <Material>("Materials/GUI_Green"); zoneCube = Instantiate(Resources.Load <Transform>("Prefs/zoneCube"), transform); zoneCube.gameObject.SetActive(false); cavePref = Resources.Load <GameObject>("Prefs/CaveBlock_pref"); quadsPool = new List <GameObject>(); quad_pref = Instantiate(Resources.Load <GameObject>("Prefs/quadPref"), transform); // ууу, костыль! а если текстура не 4 на 4 ? //quad_pref.GetComponent<MeshFilter>().sharedMesh.uv = new Vector2[] { new Vector2(0.02f, 0.02f), new Vector2(0.98f, 0.98f), new Vector2(0.98f, 0.02f), new Vector2(0.02f, 0.98f) }; quad_pref.GetComponent <MeshFilter>().sharedMesh.uv = new Vector2[] { Vector2.zero, Vector2.one, Vector2.right, Vector2.up }; quad_pref.transform.parent = transform; quad_pref.SetActive(false); quadsPool.Add(quad_pref); default_material = Resources.Load <Material>("Materials/Default"); darkness_material = Resources.Load <Material>("Materials/Darkness"); energy_material = Resources.Load <Material>("Materials/ChargedMaterial"); energy_offline_material = Resources.Load <Material>("Materials/UnchargedMaterial"); basic_material = Resources.Load <Material>("Materials/Basic"); glass_material = Resources.Load <Material>("Materials/Glass"); glass_offline_material = Resources.Load <Material>("Materials/GlassOffline"); metal_material = Resources.Load <Material>("Materials/Metal"); green_material = Resources.Load <Material>("Materials/Green"); billboardMaterial = Resources.Load <Material>("Materials/BillboardMaterial"); basic_illuminated = new Material[MAX_MATERIAL_LIGHT_DIVISIONS]; green_illuminated = new Material[MAX_MATERIAL_LIGHT_DIVISIONS]; metal_illuminated = new Material[MAX_MATERIAL_LIGHT_DIVISIONS]; mineElevator_pref = Resources.Load <GameObject>("Structures/MineElevator"); QuestUI.LoadTextures(); gui_overridingSprite = Resources.Load <Sprite>("Textures/gui_overridingSprite"); }