void Start() { FPMapper.Initialise(); _selectedCountry = null; fileName = PlayerPrefs.GetString("ID"); _coreDataManager = new CoreDataManager(); _coreDataManager.setNewCoreDataModel(FPRepository.LoadJSONProfile(fileName + ".json", "Profiles/", true)); _newsDataManager = new NewsDataManager(); _newsDataManager.setNewsDataModelJSON(FPRepository.LoadFile("News.json", "Config/")); NewsGenerator newGen = this.gameObject.AddComponent <NewsGenerator>(); newGen.newsData = _newsDataManager; newGen.countries = _coreDataManager.GetListCountriesList().ToArray(); List <NationDataModel> models = _coreDataManager.GetCountries(); foreach (NationDataModel ndm in models) { GameObject country = new GameObject(ndm.Name); country.transform.parent = this.transform; country.tag = "Country"; FPMapper.MapCountry(country, ndm); }
private static void InitializeDataBase() { const int newsArticleCount = 5000; var generator = new NewsGenerator(); var articles = generator.GenerateNewsArticles() .Take(newsArticleCount) .OrderBy(it => it.Id) .ToList(); var repository = new NewsRepository(); repository.InitializeDataBase(articles); }
static void Start() { price = GameObject.Find("StockList").GetComponent <PriceChanger>(); lines = GameObject.Find("Trends").GetComponent <lineMaker>(); news = GameObject.Find("StockList").GetComponent <NewsGenerator>(); }
// Use this for initialization void Start() { news = new NewsGenerator(); lists = GameObject.Find("StockList").GetComponent <StockInitialiser>(); }