// Start is called before the first frame update private void Start() { SaveLoadManager.Load(out playerTrain, out player); sceneData = new SceneData(); // playerTrain = FindObjectOfType <TrainManager>().gameObject; // mainPlayer = playerTrain.GetComponentInChildren <MainPlayer>(); trainManager = playerTrain.GetComponentInChildren <TrainManager>(); trainManager.Init(sceneData); mainPlayer.Init(); sceneData.TargetEnemyCount = targetEnemyCount; sceneData.TargetPropsCount = targetPropsCount; sceneData.TrainSpeed = trainSpeed; sceneData.LineLength = lineLength; sceneData.CurrentLevel = currentLevel; sceneData.LinesCount = linesCount; sceneData.Player = player; worldMover.SetupMover(sceneData); generatorManager.Init(sceneData); renderManager.Init(); triggerManager.Init(generatorManager); //hangar.Init(sceneData); //Commited by Danny weaponController.Init(sceneData); trainStuffAdd(); if (skillManager != null) { skillManager.Init(); } pathCounter.Init(sceneData); sceneData.LinesOverall = generatorManager.LevelLenght; GenerateFirstArea(); sceneData.CurrentState = GameState.Start; //sceneData.CurrentState = GameState.Preroll; //sceneData.CurrentState = GameState.Wait; //sceneData.CurrentState = GameState.Loop; //SaveLoadManager.SavePlayer(playerTrain, sceneData.Player); TEMPORARY OFF. }