void Setup() { Debug.Log("LightsOut: First Time Setup"); EditorFacility facility = EditorDriver.editorFacility; EditorLevel level = 0; switch (facility) { case EditorFacility.SPH: // 0 = base, 0.5 = 1st, 1 = final level = (EditorLevel)(2 * ScenarioUpgradeableFacilities.GetFacilityLevel(SpaceCenterFacility.SpaceplaneHangar) + 1); break; case EditorFacility.VAB: // 0 = base, 0.5 = 1st, 1 = final level = (EditorLevel)(2 * ScenarioUpgradeableFacilities.GetFacilityLevel(SpaceCenterFacility.VehicleAssemblyBuilding) + 1); break; } Debug.Log("LightsOut: Entered " + facility + " " + level); // Set up ambient and shader managers GameObject[] gameObjects = FindObjectsOfType(typeof(GameObject)) as GameObject[]; Camera[] cameras = FindObjectsOfType(typeof(Camera)) as Camera[]; foreach (Camera camera in cameras) { if (camera.name == "sceneryCam") { ambientManager = new LOAmbient(facility, level, gameObjects, camera, newLayer); } } shaderManager = new LOShaders(facility, level, gameObjects); externalLightsManager = new LOExternalLights(facility, level); firstTime = false; }
void Setup() { // Debug.Log("LightsOut: First Time Setup"); EditorFacility facility = EditorDriver.editorFacility; EditorLevel level = 0; switch (facility) { case EditorFacility.SPH: // 0 = base, 0.5 = 1st, 1 = final level = (EditorLevel)(2 * ScenarioUpgradeableFacilities.GetFacilityLevel(SpaceCenterFacility.SpaceplaneHangar) + 1); break; case EditorFacility.VAB: // 0 = base, 0.5 = 1st, 1 = final level = (EditorLevel)(2 * ScenarioUpgradeableFacilities.GetFacilityLevel(SpaceCenterFacility.VehicleAssemblyBuilding) + 1); break; } // Debug.Log("LightsOut: Entered " + facility + " " + level); // Set up ambient and shader managers GameObject[] gameObjects = FindObjectsOfType(typeof(GameObject)) as GameObject[]; Camera[] cameras = FindObjectsOfType(typeof(Camera)) as Camera[]; foreach (Camera camera in cameras) { if (camera.name == "sceneryCam") { ambientManager = new LOAmbient(facility, level, gameObjects, camera, newLayer); } } shaderManager = new LOShaders(facility, level, gameObjects); externalLightsManager = new LOExternalLights(facility, level); firstTime = false; }