/// <summary> /// Awake this instance. /// </summary> void Awake() { stingPlayer = GameObject.FindGameObjectWithTag("GameTools").GetComponent <StingPlayer>(); // gets the panels and displays them for the main menu instanceItem = Toolbox.Instance; currentState = MENU_STATES.START; selectedItem = 0; mainMenuItems = mainMenuPanels.GetComponentsInChildren <Button> (); mainMenuItems [0].Select(); saveFilesItems = loadGamePanels.GetComponentsInChildren <Button> (true); //skipLoadGame = SaveLoad.isAnySavedGame (); // load our current save load SaveLoad.Load(); // load saved games SaveLoad.CreatedSavedGamesArray(); // now, if we already have games, we also want to display them differently. // so let's do that updateGamePanel(); }
public WaitingForTime waitingObject; // object to pause the game for something /// <summary> /// Start this instance. /// /// This just runs a loop that we only need to run once before we destroy the object. /// The Menu comes and goes and waits for input and gives options and highlights and /// then does commands based on inputit /// </summary> public IEnumerator Start() { // when we start, we want to have game tools initialized and some music sounds stingPlayer = GameObject.FindGameObjectWithTag("GameTools").GetComponent <StingPlayer>(); GUIdisplayItems = GameObject.FindGameObjectWithTag("GameTools").GetComponent <GUIDisplayItems>(); if (optionsBox != null) { yield return(StartCoroutine(Initialize())); } hasAccepted = false; }