bool isActivated = false; // has player stepped into the area

    public override void OnStart()
    {
        base.OnStart();

        mSound = gameObject.RequireComponent <CSound>();

        flickeringLights = new List <CLight>();
        GameObject lightObj        = GameObject.GetGameObjectByName("LightFlicker");
        CLight     flickeringLight = lightObj.RequireComponent <CLight>();

        originalIntensity = flickeringLight.GetAtt();
        flickeringLights.Add(flickeringLight);

        for (int index = 2; index <= 6; ++index)
        {
            string lightName = "LightFlicker " + index.ToString();
            lightObj        = GameObject.GetGameObjectByName(lightName);
            flickeringLight = lightObj.RequireComponent <CLight>();
            flickeringLights.Add(flickeringLight);
        }
        foreach (CLight light in flickeringLights)
        {
            light.setEnabled(false); // Turn off all lights at start
        }

        glass       = GameObject.GetGameObjectByName("GlassMonster");
        glassScript = GetScript <TutorialGlassSound>(glass);

        monster        = GameObject.GetGameObjectByName("Monster");
        monsterInitPos = monster.transform.position;
        GameObject doorObj = GameObject.GetGameObjectByName("door6");

        door = GetScript <DoorMain>(doorObj);

        mDirectionToRun       = gameObject.transform.GetForwardVector();
        mDirectionTowardGlass = gameObject.transform.GetRightVector();
    }
    public override void OnStart()
    {
        base.OnStart();

        mSound = gameObject.RequireComponent<CSound>();

        flickeringLights = new List<CLight>();
        GameObject lightObj = GameObject.GetGameObjectByName("LightFlicker");
        CLight flickeringLight = lightObj.RequireComponent<CLight>();
        originalIntensity = flickeringLight.GetAtt();
        flickeringLights.Add(flickeringLight);

        for (int index = 2; index <= 6; ++index)
        {
            string lightName = "LightFlicker " + index.ToString();
            lightObj = GameObject.GetGameObjectByName(lightName);
            flickeringLight = lightObj.RequireComponent<CLight>();
            flickeringLights.Add(flickeringLight);
        }
        foreach (CLight light in flickeringLights)
        {
            light.setEnabled(false); // Turn off all lights at start
        }

        glass = GameObject.GetGameObjectByName("GlassMonster");
        glassScript = GetScript<TutorialGlassSound>(glass);

        monster = GameObject.GetGameObjectByName("Monster");
        monsterInitPos = monster.transform.position;
        GameObject doorObj = GameObject.GetGameObjectByName("door6");
        door = GetScript<DoorMain>(doorObj);

        mDirectionToRun = gameObject.transform.GetForwardVector();
        mDirectionTowardGlass = gameObject.transform.GetRightVector();
    }