//At the start we need to pull out the player //and attach it to the panel gameobject void Start() { infoBtns = new GameObject[6]; for (int i = 0; i < 6; i++) { infoBtns [i] = GameObject.Find("Button_0" + (i + 1).ToString()); } infoPnl = GameObject.Find("InfoPanel"); glossy = cGlossary.GetComponent <ChoiceGlossary> (); Debug.Log("Character: " + BaseSaver.getChoiceCharacter().ToString()); bool callBack = BaseSaver.getPicked() > -1; idx = -1; if (BaseSaver.getChoiceQuest() != null) { Debug.Log("Quest Callback"); choice = BaseSaver.getChoiceQuest(); } else if (callBack) { Debug.Log("Character Callback"); idx = BaseSaver.getCharIdx(); Debug.Log("IDX: " + idx.ToString()); choice = glossy.options [idx].GetComponent <ChoiceMain> ().choice; } else if (BaseSaver.getChoiceCharacter() != TileInfo.tileType.None) { Debug.Log("Tile Character Select"); idx = getCharacterIdx(glossy.options, BaseSaver.getChoiceCharacter()); Debug.Log("IDX: " + idx.ToString()); choice = glossy.options [idx].GetComponent <ChoiceMain> ().choice; } else { Debug.Log("Error ChoicePanel"); } // Debug.Log ("Populating: " + idx.ToString()); populateInfoPanel(glossy); if (callBack) { Debug.Log("Picked: " + BaseSaver.getPicked().ToString()); selectChoice(BaseSaver.getPicked(), idx, true); } // populateInfoPanel (glossy); if (idx > -1) { GameObject.Find("ForegroundImage").GetComponent <Image> ().sprite = glossy.options [idx].GetComponent <Image> ().sprite; } else { GameObject.Find("ForegroundImage").GetComponent <Image> ().sprite = QuestLogo; } }