/******************** Functions ***************************/ /// <summary> /// Wakens this instance. /// </summary> /// <remarks> /// Awake is used for reading the map file and initializing the characters /// to make sure that all NPCs are created /// before Start routine in each NPC is called. /// </remarks> void Awake() { // widescreen orientation Screen.orientation = ScreenOrientation.Portrait; //levelString = levelFile.text; GameObject go = GameObject.FindGameObjectWithTag("LevelChoice"); currLevel = int.Parse(go.GetComponent <LevelInfoScript>().chosenLevel) - 1; //levelString = "level" + go.GetComponent<LevelInfoScript>().chosenLevel + ".tmx"; capirBox = new CapirBox(this); numLevels = 4; solvedLevel = new List <bool>(); for (int i = 0; i < numLevels; i++) { solvedLevel.Add(false); } monsters = new List <GameObject>(); state = new State(); // agent and helper always exist agent = Instantiate(agentCube, new Vector3(0, 0, 0), Quaternion.identity) as GameObject; helper = Instantiate(helperCube, new Vector3(0, 0, 0), Quaternion.identity) as GameObject; setUpLevel(currLevel); startLevel(); }
// /// <summary> /// Start this instance, used for initialization. /// </summary> void Start() { // if agentPersistence is not set, set it to 0.8 if (agentPersistence == 0) { agentPersistence = 0.8f; } isActing = false; movingSteps = 0; levelGenerator = GameObject.FindWithTag("LevelGenerator").GetComponent <MainCSharp>(); capirBox = levelGenerator.capirBox; }