// Use this for initialization void Start() { instance = this; for (int i = 0; i < numberOfBuildings; i++) { buildingBasisMeshRenderers[i] = buildingsBasis[i].GetComponent <MeshRenderer>(); } selectedBuildingIndex = -1; DataFileHandler.SetBuildingsLocationsOnFirstLaunch(buildingLocationsDataFile, numberOfBuildings); buildingsLocations = DataFileHandler.ReadBuildingLocations(buildingLocationsDataFile, numberOfBuildings); for (int i = 0; i < numberOfBuildings; i++) { buildings[i].transform.position = new Vector3(buildingsLocations[i].x, buildingsLocations[i].y, buildingsLocations[i].z); } DataFileHandler.SetBuildingsSquaresOnFirstLaunch(baseSquaresDataFile, baseGridDimensionX_p + baseGridDimensionX_n, baseGridDimensionZ_p + baseGridDimensionZ_n); base_squares = DataFileHandler.ReadBaseSquares(baseSquaresDataFile, baseGridDimensionX_p + baseGridDimensionX_n, baseGridDimensionZ_p + baseGridDimensionZ_n); selectedBuildingArrows.transform.position = new Vector3(0, -100, 0); }
// Use this for initialization void Start() { instance = this; isGamePaused = false; canonCount = canonContainer.transform.childCount; crossbowCount = crossbowContainer.transform.childCount; defences = new Transform[canonCount + crossbowCount]; buildingsLocations = new BuildingLocation[canonCount + crossbowCount]; for (int i = 0; i < canonCount + crossbowCount; i++) { if (i < canonCount) { defences[i] = canonContainer.transform.GetChild(i); } else { defences[i] = crossbowContainer.transform.GetChild(i - canonCount); } } DataFileHandler.SetBuildingsLocationsOnFirstLaunch(buildingLocationsDataFile, canonCount + crossbowCount); buildingsLocations = DataFileHandler.ReadBuildingLocations(buildingLocationsDataFile, canonCount + crossbowCount); for (int i = 0; i < canonCount + crossbowCount; i++) { defences[i].transform.position = new Vector3(buildingsLocations[i].x, buildingsLocations[i].y, buildingsLocations[i].z); } livesText.text = "Lives: " + liveCount.ToString(); timer = 0; obstacleButtons[0].image.color = new Color(0, 0, 0, 1); selectedObstacleIndex = -1; isBombReady = true; }