// Use this for initialization
 void Start()
 {
     doorInterface         = GameObject.FindObjectOfType <DoorInterface> ();
     xrayInterface         = GameObject.FindObjectOfType <XRayInterface> ();
     console               = GameObject.FindObjectOfType <XRayConsole> ();
     xRayTableSpot.enabled = false;
     userActions           = new UserActions();
 }
    private void Start()
    {
        screenShotURI       = baseURL + screenShotURI;
        cassetteSaveURI     = baseURL + cassetteSaveURI;
        cassetteListURI     = baseURL + cassetteListURI;
        cassetteCountURI    = baseURL + cassetteCountURI;
        screenShotListURI   = baseURL + screenShotListURI;
        shotCountURI        = baseURL + shotCountURI;
        deleteCassURI       = baseURL + deleteCassURI;
        deleteScreenShotURI = baseURL + deleteScreenShotURI;

        //DebugConsole.Log ("Starting application...");
        startScreenWidth = Screen.width;
        console          = controlPanel.GetComponent <XRayConsole> ();
        inventory        = new Inventory();

        invPointer.SetActive(false);
        pointer.SetActive(false);

        cassetteInputUI.SetActive(false);
        statsPanel.SetActive(false);

        cassToggle.SetActive(false);
        shotsToggle.SetActive(false);

        WindowRect = new Rect((Screen.width / 2) - 250, Screen.height / 2, 400, 200);
        //WindowInv = new Rect(Screen.width-220, 20, 204, 205);
        WindowScore = new Rect(20, 20, 200, 60);

        Camera[] cams = GameObject.FindObjectsOfType <Camera> ();
        foreach (Camera cam in cams)
        {
            cam.enabled = false;
        }

        cameras     = new Camera[8];
        cameras [0] = startCamera;
        cameras [1] = standingCassetteHolder;
        cameras [2] = xRayTable;
        cameras [3] = xRayLeftEntrance;

        startCamera.enabled = true;

        // X-Ray angle guage
        guageTransform = guage.transform;

        // set origin to starting position
        guageOrigin = new Quaternion(guageTransform.rotation.x, guageTransform.rotation.y, guageTransform.rotation.z, guageTransform.rotation.w);

        for (int x = 0; x < AboutTextLines.Length; x++)
        {
            MessageDisplayOnAbout += AboutTextLines[x] + " \n ";
        }
        MessageDisplayOnAbout += "Press Esc To Go Back";
        toggleCamTriggers(false);

        insertedPlates = new InventoryItem[2];

        DebugConsole.Log("Finished init...");

        inventoryItemButtonBase.SetActive(false);

        infoButton1.SetActive(false);
        infoButton2.SetActive(false);
        infoButton3.SetActive(false);
        actionButton1.SetActive(false);
        actionButton2.SetActive(false);

        UnityEngine.UI.Button abtn = deleteBtn.GetComponent <UnityEngine.UI.Button> ();
        abtn.interactable = false;

        foreach (GameObject pt in pointerItems)
        {
            pt.AddComponent <ArrowPointer>();
        }

        foreach (GameObject ipt in invPointerItems)
        {
            ipt.AddComponent <InventoryPointer>();
        }

        refreshInventoryPanel();
    }
 // Use this for initialization
 void Start()
 {
     console = consoleObj.GetComponent <XRayConsole> ();
 }