// Use this for initialization void Start() { //Pulls the var passObject = GameObject.Find ("passingObject"); var helpScript = passObject.GetComponent<menuHelper>(); int map = helpScript.numRooms; int npc = helpScript.numNPC; mapSize = map; numberOfNPC = npc; GameObject tempTilemapObject = Instantiate(tilemapObject) as GameObject; tilemap = tempTilemapObject.GetComponent<Tilemap>(); tilemap.GenerateTilemap (mapSize); playerObject.transform.position = tilemap.RandomStartPlayer(); npcList = new List<NPC>(); for(int i = 0; i < numberOfNPC; i++){ GameObject tempNPCObject = Instantiate(npcObject) as GameObject; tempNPCObject.transform.parent = this.transform; tempNPCObject.layer = LayerMask.NameToLayer("NPC"); npcList.Add(tempNPCObject.GetComponent<NPC>()); npcList[i].SetTilemap(tilemap); npcList[i].player = playerObject.GetComponent<Player>(); Tile currentTile = tilemap.RandomStartNPC(); npcList[i].SetCurrentTile(currentTile); npcList[i].SetLocation (new Vector3(currentTile.x,currentTile.y,-1)); } silverList = new List<Silver> (); for (int i = 0; i < numberOfNPC/2; i++) { GameObject tempSilverObject = Instantiate(silverObject) as GameObject; tempSilverObject.transform.parent = this.transform; tempSilverObject.layer = LayerMask.NameToLayer("Silver"); silverList.Add(tempSilverObject.GetComponent<Silver>()); Tile currentTile = tilemap.RandomStartNPC(); silverList[i].SetLocation(new Vector3(currentTile.x,currentTile.y,-1)); } GameObject.FindObjectOfType<Music>().GetComponent<Music>().StartMusic(); }