void Start()
 {
     Input.multiTouchEnabled = true;
     ggm   = GlobalGameManager.instance;
     lc    = GameObject.Find("LevelController").GetComponent <LevelController>();
     staff = ggm.GetStaff();
     Instantiate(staff, handRight.transform);
     PopulateSkins();
     maxVelocity     = ggm.GetMaxVelocity();
     minVelocity     = ggm.GetMinVelocity();
     acceleration    = ggm.GetAcceleration();
     gravity         = ggm.GetGravity();
     jumpHeight      = ggm.GetJumpHeight();
     freeMovement    = ggm.GetFreeMovement();
     lowJumpMult     = ggm.GetLowJumpMult();
     fallMult        = ggm.GetFallMult();
     anim            = this.transform.GetChild(0).GetComponent <Animator>();
     Physics.gravity = new Vector3(0.0f, ggm.GetGravity(), 0.0f);
     // May need to turn into switch
     if (!freeMovement)
     {
         playerRB.constraints = RigidbodyConstraints.FreezePositionX;
     }
     // Part of PopulateSkins, have to turn off and turn on to reset the animator controller with the skins.
     wizardModel.SetActive(true);
 }
Beispiel #2
0
    // Update is called once per frame
    void Update()
    {
        if (deadPlayers >= GlobalGameManager.NumberOfPlayers())
        {
            deadPlayers = 0;
            Application.LoadLevel(2);
        }

        if (bossNumbers <= 0)
        {
            timer += Time.deltaTime;
            if (timer >= endSceneDelay)
            {
                Application.LoadLevel(3);
            }
        }

        if (Input.GetKey(KeyCode.Escape))
        {
            Application.Quit();
        }

        if (powerupTimer >= 30 * GlobalGameManager.NumberOfPlayers())
        {
            SpawnPowerup();
            powerupTimer = 0;
        }
        else
        {
            powerupTimer += Time.deltaTime;
        }
    }
Beispiel #3
0
 void Start()
 {
     _Instance = GlobalGameManager.Instance;
     InputManager.Instance.BindAxis("DEDH_FMotion" + _PlayerID, _PlayerID, ControllerAxisCode.LeftStickY);
     InputManager.Instance.BindAxis("DEDH_RMotion" + _PlayerID, _PlayerID, ControllerAxisCode.LeftStickX);
     gameObject.GetComponent <Renderer>().material.SetColor("_Color", (Color)_Instance.GetPlayerColor(_PlayerID));
 }
Beispiel #4
0
    private void Start()
    {
        ggm                  = GlobalGameManager.instance;
        levelLength          = ggm.GetLevelLength();
        enemyFrequency       = ggm.GetEnemyFrequency();
        enemyPrefabs         = ggm.GetEnemyPrefabs();
        enemySpawnOrder      = ggm.GetEnemySpawnOrder();
        renderDistance       = ggm.GetRenderDistance();
        seed                 = ggm.GetSeed();
        enemySpawnPositions  = ggm.GetSpecialObjectLocations();
        enemySpecificPrefabs = ggm.GetEnemySpecificPrefabs();

        enemyPointer    = 0;
        playerTransform = GameObject.Find("Player").transform;
        pseudoRandom    = new System.Random(seed.GetHashCode());
        // TODO: Adjust count for obstacle & obstacle difficulty
        int count = 3;

        if (enemyPrefabs.Count > 0)
        {
            PopulatePool(enemyPrefabs, enemyPrefabPool, count);
        }
        PopulateRandomLocations();
        PopulateSpawnOrder();
        if (enemySpecificPrefabs.Count > 0)
        {
            PopulateLocatedObjects(terrainParent, enemySpecificPrefabs, enemySpawnPositions);
        }
    }
Beispiel #5
0
    public void Respawn(int losePlayer)
    {
        if (losePlayer <= 0)
        {
            lastPosition  = transform.position;
            lastVelocity  = startForce;
            timeSinceLast = 0;
            GetComponent <Renderer>().material.color = GlobalGameManager.GetColor(lastPlayerID);
            Quaternion rotation = PongGameManager.CalculateCircleRotation(0, 0, PhotonNetwork.CurrentRoom.PlayerCount);
            photonView.RPC("AddForce", RpcTarget.All, lastPosition, rotation * startForce, losePlayer, true);
            return;
        }

        for (int i = 0; i < PhotonNetwork.CurrentRoom.PlayerCount; i++)
        {
            if (PhotonNetwork.PlayerList[i].ActorNumber == losePlayer)
            {
                float      radius   = 15f / Mathf.Tan(Mathf.PI / PhotonNetwork.CurrentRoom.PlayerCount);
                Quaternion rotation = PongGameManager.CalculateCircleRotation(0, i, PhotonNetwork.CurrentRoom.PlayerCount);
                Vector3    position = PongGameManager.CalculateCirclePosition(0, radius - 3, i, PhotonNetwork.CurrentRoom.PlayerCount);
                position += Vector3.up;
                photonView.RPC("AddForce", RpcTarget.All, position, rotation * startForce, losePlayer, true);
                break;
            }
        }
    }
 void Start()
 {
     _Instance = GlobalGameManager.Instance;
     InputManager.Instance.BindAxis("DEDH_FMotion" + _PlayerID, _PlayerID, ControllerAxisCode.LeftStickY);
     InputManager.Instance.BindAxis("DEDH_RMotion" + _PlayerID, _PlayerID, ControllerAxisCode.LeftStickX);
     gameObject.GetComponent<Renderer>().material.SetColor("_Color", (Color)_Instance.GetPlayerColor(_PlayerID));
 }
Beispiel #7
0
    // Update is called once per frame
    public override void OnUpdate()
    {
        if (!GlobalGameManager.bossAnim)
        {
            if (fireCooldown >= fireSpeed)
            {
                if (constant)
                {
                    Instantiate(bullet, transform.position, transform.rotation);
                    fireCooldown = 0;
                }
                else
                {
                    float inputX2 = InputManager.GetRightX(GlobalGameManager.GetPlayerGamepad(player.player));
                    float inputY2 = InputManager.GetRightY(GlobalGameManager.GetPlayerGamepad(player.player));

                    if (inputX2 > 0.5f || inputX2 < -0.5f || inputY2 > 0.5f || inputY2 < -0.5f)
                    {
                        Instantiate(bullet, transform.position, transform.rotation);
                        fireCooldown = 0;
                    }
                }
            }
            else
            {
                fireCooldown += Time.deltaTime;
            }
        }
    }
Beispiel #8
0
    void UpdateVisuals(int gamepad)
    {
        int pnumber          = GlobalGameManager.GetPlayerNumber(gamepad);
        SelectScreenPlayer p = GetPlayerDisplay(pnumber);

        if (p != null)
        {
            if (gamepad == 1)
            {
                p.UpdateVisual(pnumber, p1joined, p1Ready);
            }
            if (gamepad == 2)
            {
                p.UpdateVisual(pnumber, p2joined, p2Ready);
            }
            if (gamepad == 3)
            {
                p.UpdateVisual(pnumber, p3joined, p3Ready);
            }
            if (gamepad == 4)
            {
                p.UpdateVisual(pnumber, p4joined, p4Ready);
            }
        }
    }
    void Start()
    {
        if (CurrentGameMode == GameType.GameMode.PVP)
        {
            #region Timer
            Paused = false;                                                       //  Game Should Not be puased at the start of the scene
            Clock  = gameObject.GetComponent <TimerBehaviour>();                  //  Assigning TimerBehaviour
            Clock.TimerObject.Wait          = true;                               //  Secondary Timer is used first so Wait has to be enabled
            Clock.TimerObject.MainTime      = Clock.TimerObject.MainTimeMax;      //  Setting Main Time
            Clock.TimerObject.SecondaryTime = Clock.TimerObject.SecondaryTimeMax; //  Setting Secondary Time
            Clock.TimerObject.TimeReset     = 0;                                  //  Reseting Total time removed
            Time.timeScale = 1.0f;                                                //  To make sure the scale for time is running at it's standard rate
            #endregion
        }

        Results.SetActive(false);
        GGM = ScriptableObject.CreateInstance <GlobalGameManager>();                    //  New Global Game Manager for scene transition
        PlayerCharacter.character.StartingPos   = PlayerCharacter.transform.position;   //  Position Player started in
        OpponentCharacter.character.StartingPos = OpponentCharacter.transform.position; //  Position Opponnent started in

        if (CurrentGameMode == GameType.GameMode.PVP)
        {
            PreRoundTimerObject.SetActive(true);   //  Timer and Health UI
        }
        else
        {
            PreRoundTimerObject.SetActive(false);  //  Timer and Health UI
        }
    }
Beispiel #10
0
    IEnumerator reloadLevel()
    {
        yield return(new WaitForSeconds(2f));

        GlobalGameManager.UpdatePlayCount(win);
        UnityEngine.SceneManagement.SceneManager.LoadSceneAsync("Title");
    }
        private void Awake()
        {
            //Get the instance of the GlobalGameMananger.
            instance = GlobalGameManager.Instance;

            //Get the teamID for each player.
            for (int i = 0; i < m_Players.Length; i++)
            {
                m_Players[i] = instance.GetPlayerTeamID(i, MinigameMode.MODE_2V2);

                if (m_Players[i] == 0)
                {
                    m_TeamOne.Add(i);
                }
                else
                {
                    m_TeamTwo.Add(i);
                }
            }

            //Set lists for team winning.
            m_TeamOneWon.Add(m_Players[0]);
            m_TeamOneWon.Add(m_Players[1]);
            m_TeamOneWon.Add(m_Players[2]);
            m_TeamOneWon.Add(m_Players[3]);

            m_TeamTwoWon = SetWinningTeam(m_TeamOneWon);
        }
 private void Awake()
 {
     if (!Instance)
     {
         Instance = this;
     }
 }
Beispiel #13
0
    // Use this for initialization
    void Start()
    {
        instance = this;
        bossHealthBar.SetActive(false);
        int   tw = (int)Camera.main.pixelWidth;
        float bw = Camera.main.pixelWidth * 0.25f;

        tw          -= (int)(bw * GlobalGameManager.NumberOfPlayers());
        tw           = (int)(tw * 0.5f);
        bars.padding = new RectOffset(tw, tw, bars.padding.top, bars.padding.bottom);

        skull.SetActive(false);
        goldenSkull.SetActive(false);

        if ((GlobalGameManager.stage - 1) > 0)
        {
            int sw = (int)skull.transform.parent.GetComponent <RectTransform>().rect.height;
            int cw = (int)skull.transform.parent.GetComponent <RectTransform>().rect.width;

            cw -= (int)(sw * (GlobalGameManager.stage));
            cw  = (int)(cw * 0.5f);
            skull.transform.parent.GetComponent <HorizontalLayoutGroup>().padding = new RectOffset(cw, cw, 0, 0);

            for (int i = 0; i < (GlobalGameManager.stage - 1); i++)
            {
                GameObject g = (GameObject)Instantiate((i + 1) % 5 == 0?goldenSkull:skull);
                g.transform.SetParent(skull.transform.parent);
                g.SetActive(true);
            }
        }
    }
Beispiel #14
0
    // Use this for initialization
    void Start()
    {
        int playerCount = GlobalGameManager.NumberOfPlayers();

        Vector3 cp  = Camera.main.ViewportToWorldPoint(new Vector3(0, 0, 10));
        Vector3 div = Camera.main.ViewportToWorldPoint(new Vector3(1, 0, 10));
        float   w   = Vector3.Distance(cp, div) / (playerCount + 1);

        transform.position = new Vector3(cp.x, transform.position.y, transform.position.z);

        if (playerCount >= 1)
        {
            p1.localPosition = new Vector3(w * 1, 0, 0);
        }
        if (playerCount >= 2)
        {
            p2.localPosition = new Vector3(w * 2, 0, 0);
        }
        if (playerCount >= 3)
        {
            p3.localPosition = new Vector3(w * 3, 0, 0);
        }
        if (playerCount >= 4)
        {
            p4.localPosition = new Vector3(w * 4, 0, 0);
        }
    }
Beispiel #15
0
    // Start is called before the first frame update
    void Start()
    {
        // init a lot of things

        // Init scenario
        GameObject gm = GameObject.Find(Constants.GameSystem.GMObjectName);

        if (gm == null)
        {
            Debug.Log($"BM Start: No GM object found, stop initializing.");
            return;
        }
        gameManager = GameObject.Find("Global Manager GO").GetComponent <GlobalGameManager>();
        Type t       = Constants.GameSystem.boss2meta[SupportedBoss.ShivaUnreal].scenarioType;
        var  methods = typeof(GameObject).GetMethods().Where(m => m.Name == "AddComponent");

        foreach (MethodInfo methodInfo in methods)
        {
            if (methodInfo.IsGenericMethod)
            {
                MethodInfo method  = methodInfo;
                MethodInfo generic = method.MakeGenericMethod(t);
                generic.Invoke(gameObject, null);
                break;
            }
        }
        scenario = GetComponent <Scenario>();
        scenario.Init(); // generate players/enemies, set up animation
        // TODO Init animation
        //  correctly link objects to animation.
        // Only StartPhase When in Battle
        // scenario.StartPhase(gameManager.phase);
        StartCoroutine("RegisterStatusEffect");
        RegisterEntities();
    }
Beispiel #16
0
    void Start()
    {
        if (GlobalGameManager.GetPlayerGamepad(player) == -1)
        {
            if (playerGui != null)
            {
                Destroy(playerGui.gameObject);
            }
            Destroy(gameObject);
        }

        currentHealth = maxHealth;
        boost         = maxBoost;

        Destroy(Visual);
        Visual = (GameObject)Instantiate(ShipManager.instance.ships[GlobalGameManager.GetPlayerShip(player)]);
        Visual.transform.parent        = transform;
        Visual.transform.localPosition = Vector3.zero;
        Visual.transform.localScale    = Vector3.one;
        Visual.GetComponent <ShipVisuals>().UpdateVisuals(ShipManager.instance.GetColor(player));
        ShieldObject.GetComponentInChildren <ParticleSystem>().startColor = ShipManager.instance.GetColor(player);

        if (playerGui != null)
        {
            playerGui.SetupBars(maxHealth, maxBoost, ShipManager.instance.GetColor(player));
            playerGui.UpdateBars(currentHealth, boost);
        }
    }
    /*
     * private int MineValudation( int f){//értékvisszaadós
     *      if (f < minimumNumberOfMines) {
     *              f=minimumNumberOfMines;
     *      }
     *      return f;
     * }*/

    public void Play_Button()
    {
        FixPlayerMistakes();
        Game game = new Game("Custom Game", mapSize, numberOfMines, GameMode.CUSTOM, false);

        GlobalGameManager.StartCustom(game);
    }
Beispiel #18
0
 void CheckPlayerLeave()
 {
     if (InputManager.Player1.BPress)
     {
         if (p1Ready)
         {
             p1Ready = false;
             UpdateVisuals(1);
         }
         else
         {
             p1joined = false;
             UpdateVisuals(1);
             GlobalGameManager.RemovePlayer(1);
         }
     }
     if (InputManager.Player2.BPress)
     {
         if (p2Ready)
         {
             p2Ready = false;
             UpdateVisuals(2);
         }
         else
         {
             p2joined = false;
             UpdateVisuals(2);
             GlobalGameManager.RemovePlayer(2);
         }
     }
     if (InputManager.Player3.BPress)
     {
         if (p3Ready)
         {
             p3Ready = false;
             UpdateVisuals(3);
         }
         else
         {
             p3joined = false;
             UpdateVisuals(3);
             GlobalGameManager.RemovePlayer(3);
         }
     }
     if (InputManager.Player4.BPress)
     {
         if (p4Ready)
         {
             p4Ready = false;
             UpdateVisuals(4);
         }
         else
         {
             p4joined = false;
             UpdateVisuals(4);
             GlobalGameManager.RemovePlayer(4);
         }
     }
 }
    private void Awake()
    {
        _slider = GameObject.Find("SpeedSlider");

        _hoursDisplay    = GameObject.Find("HoursDisplay").GetComponent <Text>();
        _speedDisplay    = GameObject.Find("speeddisplay").GetComponent <Text>();
        _audacityDisplay = GameObject.Find("audacitydisplay").GetComponent <Text>();

        var menuColl = GameObject.Find("menushape").GetComponent <BoxCollider2D>();

        if (Instance == null)
        {
            Instance = this;
        }

        AddCameraCollider();

        validMapNodes = new List <Vector2>();

        //create nav nodes map
        int rowCount = 0;

        for (float y = edge.points[0].y; y < edge.points[1].y; y += NavGridInterval)
        {
            for (float a = edge.points[1].x; a < edge.points[2].x; a += NavGridInterval)
            {
                GameObject node;
                if (rowCount % 2 != 0)
                {
                    node = Instantiate(gridNodePrefab, new Vector3((float)a + (NavGridInterval / 2), y, 20), Quaternion.identity);//slight offset on odd line numbers (1,3,5, etc)
                }
                else
                {
                    node = Instantiate(gridNodePrefab, new Vector3((float)a, y, 20), Quaternion.identity);
                }
                //test raycasthit of current node
                RaycastHit2D hit = Physics2D.Raycast(node.transform.position, Vector2.zero);
                if (hit.collider != null)
                {
                    //if the nod collide it is invalid
                    node.GetComponent <SpriteRenderer>().color = Color.red;
                }
                else
                {
                    validMapNodes.Add(new Vector2(a, y));
                }
            }

            rowCount++;
        }

        //instantiate entities
        var offsetLeft = Math.Abs(menuColl.transform.position.x + menuColl.size.x * menuColl.transform.localScale.x);

        for (int i = 0; i < EntityCount; i++)
        {
            Instantiate(entityPrefab, new Vector3((float)Random.Range(edge.points[0].x + offsetLeft, edge.points[3].x), Random.Range(edge.points[1].y, edge.points[3].y), 0), Quaternion.identity);
        }
    }
 void Start()
 {
     InputManager.Instance.BindAxis("DEDH_MarkerUpDown" + _PlayerID, _PlayerID, ControllerAxisCode.LeftStickY);
     InputManager.Instance.BindAxis("DEDH_MarkerLeftRight" + _PlayerID, _PlayerID, ControllerAxisCode.LeftStickX);
     InputManager.Instance.BindButton("DEDH_Shoot" + _PlayerID, _PlayerID, ControllerButtonCode.A, ButtonState.OnPress);
     _Instance = GlobalGameManager.Instance;
     gameObject.GetComponent<Renderer>().material.SetColor("_Color", (Color)_Instance.GetPlayerColor(_PlayerID));
 }
Beispiel #21
0
 private void Start()
 {
     if (!globalManager)
     {
         globalManager = GetComponent <GlobalGameManager>();
     }
     food.SetFoodManager(this);
 }
 void Start()
 {
     InputManager.Instance.BindAxis("DEDH_MarkerUpDown" + _PlayerID, _PlayerID, ControllerAxisCode.LeftStickY);
     InputManager.Instance.BindAxis("DEDH_MarkerLeftRight" + _PlayerID, _PlayerID, ControllerAxisCode.LeftStickX);
     InputManager.Instance.BindButton("DEDH_Shoot" + _PlayerID, _PlayerID, ControllerButtonCode.A, ButtonState.OnPress);
     _Instance = GlobalGameManager.Instance;
     gameObject.GetComponent <Renderer>().material.SetColor("_Color", (Color)_Instance.GetPlayerColor(_PlayerID));
 }
Beispiel #23
0
 void Start()
 {
     ggm = GlobalGameManager.instance;
     if (!ggm.mobileBuild)
     {
         this.gameObject.SetActive(false);
     }
 }
    private static void CreateGlobalManager()
    {
        GameObject newGameState = new GameObject();

        newGameState.name = "GlobalStateManager";
        newGameState.AddComponent <GlobalGameManager>();
        sTheGameState = newGameState.GetComponent <GlobalGameManager>();
    }
Beispiel #25
0
 // Use this for initialization
 void Start()
 {
     // Set initial win condition
     GlobalGameManager.gameWon = true;
     GlobalGameManager.ActivateSelectedScene();
     // Grab audiosource
     audi = GetComponent <AudioSource>();
 }
Beispiel #26
0
 // Start is called before the first frame update
 void Start()
 {
     photonView    = GetComponent <PhotonView>();
     lastPosition  = transform.position;
     lastVelocity  = startForce;
     timeSinceLast = 0;
     GetComponent <Renderer>().material.color = GlobalGameManager.GetColor(lastPlayerID);
 }
        private void InitializePawns()
        {
            if (_pawns != null)
            {
                ClearPawns();
            }
            else
            {
                _pawns = new List <Pawn>();
            }

            GlobalGameManager gameManager = GlobalGameManager.Instance;

            int playerCount = gameManager.PlayerCount;

            if (playerCount <= 0)
            {
                return;
            }

            for (int i = 0; i < playerCount; ++i)
            {
                GameObject go   = GameObject.Instantiate(_pawnPrefab) as GameObject;
                Pawn       pawn = go.GetComponent <Pawn>();

                if (pawn != null)
                {
                    _pawns.Add(pawn);
                    Node currentNode = _boardManager.GetNode(gameManager.GetCurrentPawnPosition(i));
                    //Determine offset
                    Vector2 offset = _offset;
                    if (i % 2 == 0)
                    {
                        offset.x *= -1.0f;
                    }

                    if (playerCount <= 2)
                    {
                        offset.y = 0.0f;
                    }
                    else if (i >= 2)
                    {
                        offset.y *= -1.0f;
                    }

                    pawn.SetOffset(offset);
                    pawn.SetColor(gameManager.GetPlayerColor(i));
                    pawn.SetOrderInLayer(-playerCount + i);

                    pawn.SetCurrentNode(currentNode);
                }
                else
                {
                    Debug.LogWarning("The pawn prefab doesn't contain the pawn script!");
                    return;
                }
            }
        }
Beispiel #28
0
    public IEnumerator Freezed()
    {
        freezed = true;
        SetColor(GlobalGameManager.GetColor(playerID) + Color.gray);
        yield return(new WaitForSeconds(5.0f));

        SetColor(GlobalGameManager.GetColor(playerID));
        freezed = false;
    }
 void Awake()
 {
     if (control == null) {
         DontDestroyOnLoad (gameObject);
         control = this;
     } else if (control != this) {
         Destroy(gameObject);
     }
 }
Beispiel #30
0
    private static void CreateGlobalManager()
    {
        GameObject newGameState = new GameObject();

        newGameState.name = "GlobalStateManager";
        newGameState.AddComponent <GlobalGameManager>();
        globalGameManager = newGameState.GetComponent <GlobalGameManager>();
        globalGameManager.SetCurrentLevel("MainMenu");
    }
Beispiel #31
0
 // Start is called before the first frame update
 void Start()
 {
     photonView = GetComponent <PhotonView>();
     playerID   = photonView.Owner.ActorNumber;
     SetColor(GlobalGameManager.GetColor(playerID));
     startOrientation = transform.right;
     startPosition    = transform.position;
     standardScale    = transform.localScale;
 }
Beispiel #32
0
 private void Awake()
 {
     if (_instance != null && _instance != this)
     {
         Debug.LogError("Error: two GlobalGameManager instances.");
         DestroyImmediate(gameObject);
         return;
     }
     _instance = this;
 }
Beispiel #33
0
 private void OnPlayerNumberingChanged()
 {
     foreach (Player player in PhotonNetwork.PlayerList)
     {
         if (player.ActorNumber == ownerId)
         {
             playerColorImage.color = GlobalGameManager.GetColor(player.ActorNumber);
         }
     }
 }
Beispiel #34
0
 //public List<int> completetlevels;
 //Singleton check
 public void Awake()
 {
     if (GGM == null)
     {
         DontDestroyOnLoad(gameObject);
         GGM = this;
     }
     else if (GGM != this)
     {
         Destroy(gameObject);
     }
 }
Beispiel #35
0
        private void Start()
        {
            m_GlobalGameManager = GlobalGameManager.Instance;

            if (m_GlobalGameManager == null)
            {
                Debug.LogError("UIManager doesn't have a gamemanager reference!");
                return;
            }

            m_GlobalGameManager.GameStartEvent += OnGameStart;
            m_GlobalGameManager.GameCompleteEvent += OnGameComplete;
            m_GlobalGameManager.GameOverEvent += OnGameOver;

            ShowMainMenu();
        }
        private void Start()
        {
            instance = GlobalGameManager.Instance;

            m_Controller = GameObject.Find("CombiDriveGameController").GetComponent<GameController>();
        }
 void Start()
 {
     InputManager.Instance.BindButton("DEDH_SubmitScore", 0, ControllerButtonCode.A, ButtonState.OnPress);
     _GameManager = GlobalGameManager.Instance;
     _GameResults = new List<int>();
 }
        void Awake()
        {
            m_GlobalGameManager = GlobalGameManager.Instance;

            m_SoundController = GetComponent<SoundController>();

            RegisterInput();

            //if (m_Team1 == null) m_Team1 = GameObject.Find("Team1").GetComponent<TeamController>();
            //if (m_Team2 == null) m_Team2 = GameObject.Find("Team2").GetComponent<TeamController>();
        }
        void Awake()
        {
            m_GlobalGameManager = GlobalGameManager.Instance;

            m_GameController = FindObjectOfType<GameController>();

            m_SoundController = GetComponent<SoundController>();

            m_TeamController = transform.parent.GetComponent<TeamController>();
        }
        void Start()
        {
            instance = GlobalGameManager.Instance;

            switch (m_CurrentTeam)
            {
                case e_Team.TeamOne:
                    m_TeamMembers = m_Controller.PlayerTeam(0);
                    break;
                case e_Team.TeamTwo:
                    m_TeamMembers = m_Controller.PlayerTeam(1);
                    break;
                default:
                    m_TeamMembers = m_Controller.PlayerTeam(0);
                    break;
            }

            //Set Colours player1 and number.
            m_Player1.GetComponent<Renderer>().material.SetColor("_EmissionColor", (Color)instance.GetPlayerColor(m_TeamMembers[0]));
            m_Player1.GetComponent<Renderer>().material.SetColor("_Color", (Color)instance.GetPlayerColor(m_TeamMembers[0]));

            m_FlagPlayer1.GetComponent<Renderer>().material.SetColor("_EmissionColor", (Color)instance.GetPlayerColor(m_TeamMembers[0]));
            m_FlagPlayer1.GetComponent<Renderer>().material.SetColor("_Color", (Color)instance.GetPlayerColor(m_TeamMembers[0]));

            m_NumberPlayer1.GetComponent<Text>().text =  (1 + m_TeamMembers[0]).ToString();

            //Set colours player2 and number.
            m_Player2.GetComponent<Renderer>().material.SetColor("_EmissionColor", (Color)instance.GetPlayerColor(m_TeamMembers[1]));
            m_Player2.GetComponent<Renderer>().material.SetColor("_Color", (Color)instance.GetPlayerColor(m_TeamMembers[1]));

            m_FlagPlayer2.GetComponent<Renderer>().material.SetColor("_EmissionColor", (Color)instance.GetPlayerColor(m_TeamMembers[1]));
            m_FlagPlayer2.GetComponent<Renderer>().material.SetColor("_Color", (Color)instance.GetPlayerColor(m_TeamMembers[1]));

            m_NumberPlayer2.GetComponent<Text>().text = (1 + m_TeamMembers[1]).ToString();
        }
        private void Awake()
        {
            //Get the instance of the GlobalGameMananger.
            instance = GlobalGameManager.Instance;

            //Get the teamID for each player.
            for (int i = 0; i < m_Players.Length; i++)
            {
                m_Players[i] = instance.GetPlayerTeamID(i, MinigameMode.MODE_2V2);

                if (m_Players[i] == 0)
                {
                    m_TeamOne.Add(i);
                }
                else
                {
                    m_TeamTwo.Add(i);
                }

            }

            //Set lists for team winning.
            m_TeamOneWon.Add(m_Players[0]);
            m_TeamOneWon.Add(m_Players[1]);
            m_TeamOneWon.Add(m_Players[2]);
            m_TeamOneWon.Add(m_Players[3]);

            m_TeamTwoWon = SetWinningTeam(m_TeamOneWon);
        }
 void Start()
 {
     _Instance = GlobalGameManager.Instance;
     gameObject.GetComponent<Image>().color = _Instance.GetPlayerColor(_PlayerID);
 }