void Start() { //if credit button found, populate CreditsMenu object handle if (GameObject.Find("CreditsMenu") != null) { //disables CreditsMenu on startup CreditsMenu = GameObject.Find("CreditsMenu"); CreditsMenu.SetActive(false); } BackgroundMenu = GameObject.Find("MenuBackground"); InventoryMenu = GameObject.Find("InventoryBackground"); BackgroundMenu.SetActive(false); TargetTile = GameObject.Find("Highlight"); if (GameObject.Find("GlobalManager").GetComponent <GlobalMan>()) { if (GameObject.Find("GlobalManager").GetComponent <GlobalMan>().data.depth != 0) { dungeonDepth = GameObject.Find("GlobalManager").GetComponent <GlobalMan>().data.depth; Debug.Log("1DEPTH REEEEEEE " + dungeonDepth); GameObject.Find("GlobalManager").GetComponent <GlobalMan>().data.depth = 0; } else { dungeonDepth = 1; } } else { dungeonDepth = 1; } //LLB.GetComponent<Inventory>().isFull = playerData.isFull; //LLB.GetComponent<Inventory>().items = playerData.items; //LLB.GetComponent<Inventory>().slots = GameObject.FindGameObjectsWithTag("InventorySlot"); //LLB.GetComponent<LLB>().health = playerData.health; LLB.GetComponent <LLB>().DungeonDepth = dungeonDepth; Debug.Log("2DEPTH REEEEEEE " + dungeonDepth); // Random.seed = System.DateTime.Now.Millisecond; // Seed generator Random.InitState(System.DateTime.Now.Millisecond); // Unity's preferred way to seed the RNG Debug.Log(board); if (board != null) //if board is loaded { Debug.Log("We're about to instantiate the board generator"); // board = new BoardGenerator(1000, 1000); // Removed this line to comply with Unity better board = gameObject.AddComponent(typeof(BoardGenerator)) as BoardGenerator; board.LoadTileSprites(); board.LoadItemSprites(); board.setBoardSize(2500, 2500); board.setDungeonDepth(dungeonDepth); // board.setDungeonDepth(10); // Testing boss level Debug.Log("Generate!"); board.generate(); Debug.Log("Should be generated at depth: " + dungeonDepth); board.HamsterEntity = GameObject.Find("Player"); board.GenMap(0); Debug.Log("GM SEES " + board.map[499, 500].tileType); board.printRecords(); } }