// Use this for initialization // ReSharper disable once UnusedMember.Local private void Start() { StartCoroutine(TwitchPlays.Refresh()); _modSettings = new ModSettings(BombModule); _modSettings.ReadSettings(); _movements = gameObject.AddComponent <CoroutineQueue>(); BombModule.GenerateLogFriendlyName(); Locations.Shuffle(); SetMaze(0); //Hide the walls now. BombModule.OnActivate += Activate; FakeStatusLight = Instantiate(FakeStatusLight); if (BombModule != null) { FakeStatusLight.Module = BombModule; } FakeStatusLight.PassColor = _modSettings.Settings.SolvedState; FakeStatusLight.FailColor = _modSettings.Settings.StrikeState; FakeStatusLight.OffColor = _modSettings.Settings.OffState; FakeStatusLight.MorseTransmitColor = _modSettings.Settings.MorseXmitState; FakeStatusLight.GetStatusLights(StatusLight); FakeStatusLight.SetInActive(); _currentLocation = Locations[0]; _destination = Locations[1]; StartCoroutine(MoveStatusLightToStart()); }
// Use this for initialization private void Start() { MorseAMazeRuleGenerator.GenerateRules(RuleSeed.GetRNG()); StartCoroutine(TwitchPlays.Refresh()); _modSettings = new ModSettings(BombModule); _modSettings.ReadSettings(); BombModule.GenerateLogFriendlyName(); Locations.Shuffle(); SetMaze(0); //Hide the walls now. BombModule.OnActivate += Activate; FakeStatusLight = Instantiate(FakeStatusLight); FakeStatusLight.transform.SetParent(transform, false); if (BombModule != null) { FakeStatusLight.Module = BombModule; } EnableColorblindMode(GetComponent <KMColorblindMode>().ColorblindModeActive); FakeStatusLight.GetStatusLights(StatusLight); FakeStatusLight.SetInActive(); _currentLocation = Locations[0]; _destination = Locations[1]; StartCoroutine(MoveStatusLightToStart()); var pass = _forcedSolvePassword.ToList(); var offset = 0; foreach (var c in BombInfo.GetSerialNumber()) { if (c >= 'A' && c <= 'Z') { pass.Insert(c - 'A' + offset + 1, c); } else { pass.Insert(c - '0' + offset, c); } offset += 5; } _forcedSolvePassword = string.Join("", pass.Select(x => x.ToString()).ToArray()); }