//Called on start, used to initialize stuff void Start() { //Create objects and background LoadLevel(ProgressManager.currentLevel); //Set up kid GameObject kid = GameObject.FindGameObjectWithTag("Kid"); kid.GetComponent <SpriteRenderer> ().sprite = Resources.Load <Sprite> ("Graphics/" + ProgressManager.chosenKid); //Play Grow Animation for kid GrowKid(); //Load audio for kid kid.AddComponent <AudioSource> ().clip = Resources.Load("Audio/KidSpeaking/" + ProgressManager.currentLevel) as AudioClip; //Check if audio clip is attached if (kid.audio.clip != null) { kid.audio.priority = 255; //Play audio clip attached to kid if there is one kid.audio.Play(); } //Find ChooseObjectDirector gameObject GameObject dir = GameObject.Find("ChooseObjectDirector"); //Load background music for scene onto ChooseObjectDirector dir.AddComponent <AudioSource> ().clip = Resources.Load("Audio/BackgroundMusic/" + ProgressManager.currentLevel) as AudioClip; //Check if audio clip is attached if (dir.audio.clip != null) { dir.audio.volume = .7f; //Start playing background music if attached dir.audio.Play(); } //Subscribe buttons to touch gestures GameObject button = GameObject.FindGameObjectWithTag("Button"); button.AddComponent <GestureManager> ().AddAndSubscribeToGestures(button); //Find word objects GameObject[] gos = GameObject.FindGameObjectsWithTag("WordObject"); foreach (GameObject go in gos) { //Start pulsing for each object Debug.Log("Started pulsing for " + go.name); go.GetComponent <PulseBehavior> ().StartPulsing(go); //Check if word has been completed by user //If word not completed, darken and fade out object if (!ProgressManager.IsWordCompleted(go.name)) { SetColorAndTransparency(go, Color.grey, .9f); } //If word completed, brighten and fill in object if (ProgressManager.IsWordCompleted(go.name)) { Debug.Log("Word Completed: " + go.name); SetColorAndTransparency(go, Color.white, 1f); } } //Check if this level has been completed, i.e. if all words in the level have been completed if (CheckCompletedLevel()) { //If level completed, add to completedLevels list and unlock the next level ProgressManager.AddCompletedLevel(ProgressManager.currentLevel); ProgressManager.UnlockNextLevel(ProgressManager.currentLevel); } }