// Use this for initialization void Start() { Trait.Load(); ButtonPrefab = Resources.Load <GameObject>("Button") as GameObject; UpdateTraits(); for (int i = 0; i < Aspects.Count; i++) { AspectStrings [i].text = Character.PersonalityAspectsStrings [i]; } }
void Awake() { Species s = new Species("Poof"); StreamingPath = Application.streamingAssetsPath; Debug.LogError("Streaming path loaded into string. Proceed."); if (Manager != null) { Debug.Log("Error, multiple ThemeManagers present"); } Trait.Load(); Manager = this; GenerateThemes(); if (!DebugSuppressPortraitLoading) { ThreadNinjaMonoBehaviourExtensions.StartCoroutineAsync(this, ImportPortraits()); } }
void UpdateTraits() { int yOff = -45; int interval = 1; Trait.Load(); foreach (GameObject g in Buttons) { Destroy(g); } Buttons.Clear(); foreach (Trait d in Trait.Traits) { GameObject g = Instantiate <GameObject> (ButtonPrefab) as GameObject; Buttons.Add(g); RectTransform h = g.GetComponent <RectTransform> (); TraitButtonManager manager = g.AddComponent <TraitButtonManager> (); manager.Manager = this; manager.Assign(this, d); h.SetParent(ButtonsParent.transform); h.rotation = Camera.main.transform.rotation; h.anchoredPosition3D = new Vector3(0f, yOff * interval, 0f); h.sizeDelta = new Vector2(200f, 35f); h.localScale = new Vector3(1f, 1f, 1f); interval++; } if (!string.IsNullOrEmpty(SelectedTrait.Name)) { Name.text = SelectedTrait.Name; Description.text = SelectedTrait.Description; for (int i = 0; i < Aspects.Count; i++) { AspectStrings [i].text = Character.PersonalityAspectsStrings [i]; Aspects [i].text = SelectedTrait.PersonalityModifiers [i].ToString(); } } UpdateSelectedTraitSampleSummary(" "); }
void Start() { Human = this; empire = gameObject.AddComponent <Empire> (); empire.EmpireName = "Federal Star Republic"; empire.Faction = FAC.PLAYER; //empire.GenerateStartingOfficerCorps (); Trait.Load(); Debug.Log(Trait.Traits.Count); SetMousePositioner(); if (!ConstructionManager.ConstructablePrefab) { ConstructionManager.ConstructablePrefab = Resources.Load <GameObject> ("Constructable") as GameObject; } Debug.Log(NameManager.names.Count + " ship names have been loaded"); SpaceYard.player = this; Screens.ShieldPrefab = Resources.Load <GameObject>("ScreenPrefab") as GameObject; SelectionUI = GameObject.FindGameObjectWithTag("SelectionUI"); selectText = SelectionUI.GetComponentInChildren <Text> (); //ShipAbstract.OnDeath.AddListener (RemoveShip); HullDes Default = new HullDes("", ""); }