// Use this for initialization void Start() { BattleFieldManager.calculateSize(GetComponent <Camera>()); daysWon = 0; gameState = TITLE; startGameButton.onClick.AddListener(EnterTown); runButton.onClick.AddListener(runCode); runButton.gameObject.SetActive(false); inventory = new FunctionBullet[24]; for (int i = 0; i < 24; i++) { if (i < 6) { inventory[i] = new FunctionBullet(FunctionBullet.FIRE); } else if (i < 8) { inventory[i] = new FunctionBullet(FunctionBullet.ROLL_FORWARD); } else if (i < 10) { inventory[i] = new FunctionBullet(FunctionBullet.ROLL_BACKWARD); } else if (i < 14) { inventory[i] = new FunctionBullet(FunctionBullet.TURN_TO_NEAREST_ENEMY); } else if (i < 18) { inventory[i] = new FunctionBullet(FunctionBullet.TURN_TO_NEAREST_LOOT); } else { inventory[i] = new FunctionBullet(FunctionBullet.DO_NOTHING); } } currentHand = new FunctionBullet[6]; functionUI = new GameObject[6]; alpha = Instantiate(alpha, new Vector3(100, 100, 0f), new Quaternion()); }