public void Initialise() { map = GetComponent<TileMap>(); effectLibrary = GetComponent<PrefabLibrary> (); activeUnits = new List<GameObject> (); everyUnit = new List<GameObject> (); currentQueue = new List<GameObject> (); currentDisplaying = Display.Movement; enemies = new GameObject[MAXENEMIES]; playerUnitObjects = new GameObject[MAXCHARACTERS]; loadEnemies (); loadCharacters (); //temp spawnUnit (5, 1, CharacterClass.Warrior); spawnUnit (4, 1, CharacterClass.Highwayman); spawnUnit (3, 1, CharacterClass.Ranger); spawnUnit (2, 1, CharacterClass.Elementalist); spawnUnit (1, 1, CharacterClass.Acolyte); GetComponent<GameManager> ().UI.GetComponent<UIManager> ().SetupUnitFrames (playerUnitObjects); //spawnEnemy (4, 2, EnemyClass.Goblin); List<Unit> squad = new List<Unit> (); squad.Add(spawnEnemy (42, 4, EnemyClass.GoblinShaman)); foreach (Unit u in squad) { u.GetComponent<AIBehaviours>().myGroup = squad; } squad = new List<Unit> (); squad.Add(spawnEnemy (15, 4, EnemyClass.GoblinAxeThrower)); squad.Add(spawnEnemy (15, 5, EnemyClass.Goblin)); squad.Add(spawnEnemy (17, 1, EnemyClass.Goblin)); squad.Add(spawnEnemy (15, 8, EnemyClass.GoblinAxeThrower)); foreach (Unit u in squad) { u.GetComponent<AIBehaviours>().myGroup = squad; } squad = new List<Unit> (); squad.Add(spawnEnemy (21, 4, EnemyClass.GoblinDrummer)); squad.Add(spawnEnemy (25, 8, EnemyClass.GoblinAxeThrower)); squad.Add(spawnEnemy (26, 1, EnemyClass.GoblinAxeThrower)); squad.Add(spawnEnemy (26, 4, EnemyClass.Goblin)); squad.Add(spawnEnemy (27, 4, EnemyClass.Goblin)); foreach (Unit u in squad) { u.GetComponent<AIBehaviours>().myGroup = squad; } activeUnits.Sort(CompareListByInitiative); foreach (GameObject go in activeUnits) { currentQueue.Add(go); } //set the starting vision foreach (GameObject go in playerUnitObjects) { map.DetectVisability(go.GetComponent<Unit>()); } GetComponentInChildren<UIManager> ().ChangeRound (currentQueue); NextUnitsTurn (); }