// Use this for initialization void Awake() { game = this; ResetStatics(); ResearchMenu.InitializeAllStatics(); darkOverlayActive = true; InitializeBasics(); ModuleMod.currentMenu = new GameObject[ModuleMod.MAX_DEPTH]; if (currentScene == Scene.Play) { assemblyContextMenu.Initialize(); for (int i = 0; i < purchaseMenu.all.Count; i++) { Module mod = purchaseMenu.all[i].GetComponent <Module> (); if (mod.moduleType == Module.Type.Weapon) { GenerateDefaultAssembly(mod); } } } ModuleAssemblyLoader.ConvertLegacyAssemblyFiles(); HideGUI(); UpdateMusicVolume(); }
// Use this for initialization void Awake() { cur = this; ResearchMenu.InitializeAllStatics(); Game.currentScene = Scene.AssemblyBuilder; Game.credits = int.MaxValue; purchaseMenu.standard = Resources.LoadAll <GameObject> ("Modules").ToList(); purchaseMenu.Initialize(); newAssemblies = new List <Assembly> (); Game.UpdateDarkOverlay(); }