void Awake()
        {
            Random.InitState(0);
            changeScene = GetGlobalObject.FindAndGetComponent <ChangeScenes>(this.gameObject, "Global");

            //Check whether its sandbox or multiplayer.
            //If it is single player, generate the default map.
            //else, generate data and send over and generate again after taking.

            if (Sandbox == true)
            {
                Debug.Log("Tile is at" + theTileMap.ConvertTileToWorld(new Vector2(1, 1)));
                theObj = GameObject.Instantiate(PlayerPrefab, theTileMap.ConvertTileToWorld(new Vector2(1, 1)), Quaternion.identity) as GameObject;
                Player genericplayer = theObj.GetComponent <Player>();
                genericplayer.thePlayerData.CreatePlayerData("Generic Player", 0);
                //CurrentPlayer.Instance.ThePlayer = genericplayer;
            }

            Shop.SetActive(true);
            Game.SetActive(false);
            ReadyText.SetActive(false);
            CurrentPlayer.Instance.GetHPIcons(HPIconsParent);
            CurrentPlayer.Instance.DigPowerUI = NumberOfDigs;
            CurrentPlayer.Instance.controller = this;
            MoneyShop = GameObject.Find("Money").GetComponent <Text>();
            KillTrackSystem.Instance.theUI = KDObject;
        }
Example #2
0
 // Use this for initialization
 void Start()
 {
     changeScene = GetGlobalObject.FindAndGetComponent <ChangeScenes>(this.gameObject, "Global");
 }