// Use this for initialization void Start() { //temporary testing PlayerPrefs.SetInt("currentLevel", 14); player = Singleton_Service.GetSingleton <Player>(); music = Singleton_Service.GetSingleton <GameMusic>(); buildingLevels.Add(level1); for (int i = 1; i < 10; i++) { buildingLevels.Add(Instantiate(level, new Vector3(0, i * floorHeight, 0), Quaternion.identity, levels)); } for (int i = 11; i <= 13; i++) { buildingLevels.Add(Instantiate(highLevel, new Vector3(0, (i - 1) * floorHeight, 0), Quaternion.identity, levels)); } buildingLevels.Add(Instantiate(topLevel, new Vector3(0, 52, 0), Quaternion.identity, levels)); foreach (int i in emptyLevels) { buildingLevels[i - 1].tag = "EmptyLevel"; buildingLevels[i - 1].transform.Find("EnemyScrollPos").gameObject.SetActive(false); buildingLevels[i - 1].transform.Find("EnemyScroll").gameObject.SetActive(false); buildingLevels[i - 2].transform.Find("Ceiling").gameObject.SetActive(false); } currentMovableTile = Instantiate(movableTile, new Vector3(0, 0, -3f), Quaternion.identity); PutCrates(); music.PlayStartingMusic(); GetComponent <ScreenFader>().fadeIn = false; StartCoroutine(GetComponent <ScreenFader>().DoFade()); StartCoroutine("DelayFadeIn"); //currentPlayerScroll = Instantiate(playerScrollPos, Vector3.zero, Quaternion.identity); }