void Awake() { SelectColor(0); lockbattle = false; editmode = false; bool loadNew = false; //GameMemento.current.hexGridMemento.size == 0 //load from most recent if player presses continue if (!loadNew) { Debug.Log("Loading"); SaveLoad.Load(); GameMemento.current = SaveLoad.savedGame; playerManager.SetActivePlayers(); loadMap.LoadHexTiles(); loadMap.LoadTerrain(); loadMap.LoadBuildings(); //loadMap.LoadEntities(); loadMap.LoadResources(); loadMap.LoadCorpses(); summon.SummonEntity(14, EntityNames.Necromancer, 1); summon.SummonEntity(12, EntityNames.Militia, 2); summon.SummonEntity(15, EntityNames.Militia, 3); summon.SummonEntity(3, EntityNames.Skeleton, 1); summon.SummonEntity(18, EntityNames.Zombie, 1); } else //create new game when no game, set from player settings in menu { Debug.Log("New"); playerManager.SetNewGamePlayers(); //TODO modify set active players to set new players when new game loadMap.LoadNewHexTiles(12, 12); loadMap.LoadRandomTerrain(12); //sets the seed of the terrain spawn //TODO set above random seed somewhere //TODOTEST remove test entities summon.SummonEntity(14, EntityNames.Necromancer, 1); summon.SummonEntity(12, EntityNames.Militia, 2); summon.SummonEntity(15, EntityNames.Militia, 3); summon.SummonEntity(3, EntityNames.Skeleton, 1); summon.SummonEntity(18, EntityNames.Zombie, 1); } //TODO Overlay to add players }