private void Awake() { grid = new GridStructure(cellSize, width, length); selectionState = new PlayerSelectionState(this, cameraMovement); buildingSingleStructureState = new PlayerBuildingSingleStructureState(this, placementManager, grid); state = selectionState; }
private void Awake() { buildingManager = new BuildingManager(placementManager, cellSize, width, length); removeState = new PlayerRemoveBuildingState(this, buildingManager); selectionState = new PlayerSelectionState(this, cameraMover); buildSingleStructureState = new PlayerBuildingSingleStructureState(this, buildingManager); state = selectionState; #if (UNITY_EDITOR && TEST) || !(UNITY_IOS || UNITY_ANDROID) inputManager = this.gameObject.AddComponent <InputManager>(); #endif #if (UNITY_IOS || UNITY_ANDROID) inputManager = this.gameObject.AddComponent <InputManager>(); #endif }
private void Awake() { _buildingManager = new BuildingManager(_cellSize, _width, _length, _placementManager); selectionState = new PlayerSelectionState(this, _cameraMovement); buildingSingleStructureState = new PlayerBuildingSingleStructureState(this, _buildingManager); demolishState = new PlayerRemoveBuildingState(this, _buildingManager); _state = selectionState; #if (UNITY_EDITOR && TEST) //&& !(UNITY_IOS || UNITY_ANDROID) _inputManager = gameObject.AddComponent <InputManager>(); #endif }