/// <summary> /// Begins the item selection phase, brings the cursors into existence, creates the object the player can select from /// </summary> private void BeginPickingPhase() { //Pull up the round UI roundUI.SetActive(true); //reactivate the cursors p1Cursor.SetActive(true); p2Cursor.SetActive(true); p1Cursor.GetComponent <ControlWithJoystick>().enabled = false; p2Cursor.GetComponent <ControlWithJoystick>().enabled = false; //reset the cursor editing propertry p1Cursor.GetComponent <StoreObjectToBuild>().editing = false; p2Cursor.GetComponent <StoreObjectToBuild>().editing = false; //Players become disabled playerOne.GetComponent <Player>().enabled = false; playerTwo.GetComponent <Player>().enabled = false; //Tint becomes enabled platformManager.GameStateBuilding(); //Item indexes are reset itemIndex[0] = itemIndex[1] = 0; //Get the item //p1Cursor.GetComponent<StoreObjectToBuild>().obj = Instantiate(buildables[0], p1Cursor.transform); //p2Cursor.GetComponent<StoreObjectToBuild>().obj = Instantiate(buildables[0], p2Cursor.transform); p1Cursor.GetComponent <StoreObjectToBuild>().obj = playerOneItemCycle[0]; p2Cursor.GetComponent <StoreObjectToBuild>().obj = playerTwoItemCycle[0]; SetCycleStates(itemIndex[0], 1); SetCycleStates(itemIndex[1], 2); //start selection delay delayTimer = selectionTimeDelay; }