void Awake() { if (Instance != null && Instance != this) { Debug.Log("overseer got destroyeed\n"); Destroy(gameObject); } Instance = this; Debug.Log(this.gameObject.name + " Overseer waking up\n"); foreach (GameEvent ge in concurrent_events) { ge.is_waiting = true; } }
public bool Load(Level level) { Init(); difficulty = Central.Instance.getCurrentDifficultyLevel(); // Debug.Log("Loaded level " + level + " with difficulty " + difficulty + "\n"); monsters_transform = Monsters_Bucket.Instance.gameObject.transform; arrows_transform = GameObject.Find("Arrows").gameObject.transform; Moon.Instance.monsters_transform = monsters_transform; // Debug.Log("using FancyLoader to load " + level + "\n"); if (level.fancy) { FancyLoader.Instance.LoadLevel(level.name); } else { file = new Queue <string>(((TextAsset)Resources.Load("Levels/" + level.name)).text.Split('\n')); Debug.Log("Loading file " + level.name + "\n"); Loader.Instance.setFile(file); Loader.Instance.oldLoadLevel(); } //SetDiagonal(Vector3.Distance(WaypointMultiPathfinder.Instance.paths[0].finish.transform.position, WaypointMultiPathfinder.Instance.paths[0].start.transform.position) * 2); //the above does nto work for paths that loop back SetDiagonal(60f); overseer = EventOverseer.Instance; level_state = LState.WaveButton; Moon.Instance.WaveInProgress = false; level_active = true; //Debug.Log ("Peripheral FINISHED LOADING at " + Duration.realtimeSinceStartup); if (GameStatCollector.Instance != null) { GameStatCollector.Instance.Init(); } // on_level_start_trigger.OnSignal(); return(true); }