void Start() { spawnEdgeValues = new Dictionary <string, float>(); starGameManagerRef = StarGameManager.instance; spawnManager = starGameManagerRef.SpawnManager; for (int i = 0; i < TileGroups.Count; i++) { SoTileMoverTileGroup clonedTileGroup = Instantiate(TileGroups[i]); TileGroups[i] = clonedTileGroup; } if (starGameManagerRef == null) { workingSpeed = moveSpeed; } if (PreBlastTilesAtInit) { PreBlastTiles(); // maybe mod this to work with only "orderOfTileGroups" // as it currently builds temp objects from everything that's listed in all tileMover groups } BeginBuildingTiles(); } //END START
IEnumerator BeginSupplySpawnTimer() { spawnManager = starGameManagerRef.SpawnManager; spawnDepthLength = spawnManager.spawnDepthLength; spawnHorizLength = spawnManager.spawnHorizLength; spawnVertLength = spawnManager.spawnVertLength; yield return(new WaitForSeconds(InitDelaySupplySpawn)); while (starGameManagerRef.GamePaused) { yield return(null); } CreateSupplySpawns(); }