void OnValidate() { gameManager = FindObjectOfType <GameManagerScript>(); starMapManager = FindObjectOfType <StarMapManagement>(); menuManager = FindObjectOfType <MenuManagerScript>(); playerStats = FindObjectOfType <PlayerStats>(); current = this; /* * //Count number of ennemy to spawn and Give waypoints to ennemyPrefabs in waveConfigs * for (int i = 0; i < waveConfigs.Length; i++) * { * for (int j = 0; j < waveConfigs[i].ennemiesNumberToSpawn.Length; j++) * { * if (waveConfigs[i].ennemyPrefabs[j].GetComponent<Ennemy>() != null) * { * waveConfigs[i].ennemyPrefabs[j].GetComponent<Ennemy>().waveConfig = waveConfigs[i]; * } * else if(waveConfigs[i].ennemyPrefabs[j].GetComponent<EnnemySquad>() != null) * { * waveConfigs[i].ennemyPrefabs[j].GetComponent<EnnemySquad>().waveConfig = waveConfigs[i]; * } * * ennemyCount = waveConfigs[i].ennemiesNumberToSpawn[j]; * } * } */ //StartBattle(); //StartCoroutine(SpawnLoopWave(1)); //StartCoroutine(SpawnAllWaves()); }
// Start is called before the first frame update void Start() { gameManager = FindObjectOfType <GameManagerScript>(); ennemySpawner = FindObjectOfType <EnnemySpawner>(); starMapManager = FindObjectOfType <StarMapManagement>(); menuManager = FindObjectOfType <MenuManagerScript>(); maxRange = starMapManager.maxDistanceBtwSectorsLink; minRange = starMapManager.minDistanceBtwSectorsLink; spriteRenderer = GetComponent <SpriteRenderer>(); starMapManager = FindObjectOfType <StarMapManagement>(); whatIsSector = starMapManager.whatIsSector; }
private void OnValidate() { current = this; //eventGenerator = FindObjectOfType<EventGenerator>(); }