void Start()
    {
        FPSPlayerComponent   = Camera.main.GetComponent <CameraControl>().playerObj.GetComponent <FPSPlayer>();
        asource              = gameObject.AddComponent <AudioSource>();
        asource.spatialBlend = 0.0f;

        WaveText       = FPSPlayerComponent.waveUiObj.GetComponent <WaveText>();
        WaveTextShadow = FPSPlayerComponent.waveUiObjShadow.GetComponent <WaveText>();

        //initialize health amounts on GUIText objects
        WaveText.waveGui        = waveNumber;
        WaveTextShadow.waveGui  = waveNumber;
        WaveText.waveGui2       = NpcsToSpawn - killedNpcs;
        WaveTextShadow.waveGui2 = NpcsToSpawn - killedNpcs;

        WarmupText       = FPSPlayerComponent.warmupUiObj.GetComponent <WarmupText>();
        WarmupTextShadow = FPSPlayerComponent.warmupUiObjShadow.GetComponent <WarmupText>();

        tempColor  = WarmupText.textColor;
        tempColor2 = WarmupTextShadow.textColor;

        WarmupText.warmupGui       = countDown;
        WarmupTextShadow.warmupGui = countDown;

        WarmupUIText1 = WarmupText.GetComponent <Text>();
        WarmupUIText2 = WarmupTextShadow.GetComponent <Text>();

        warmupTextPos1Orig = WarmupUIText1.rectTransform.anchoredPosition;
        warmupTextPos2Orig = WarmupUIText2.rectTransform.anchoredPosition;

        StartCoroutine(StartWave());
    }
    void Start()
    {
        FPSPlayerComponent   = Camera.main.GetComponent <CameraControl>().playerObj.GetComponent <FPSPlayer>();
        asource              = gameObject.AddComponent <AudioSource>();
        asource.spatialBlend = 0.0f;
        //create instance of GUIText to display health amount on hud
        waveGuiObjInstance = Instantiate(waveGuiObj, Vector3.zero, transform.rotation) as GameObject;
        //set reference for main color element of heath GUIText
        WaveText = waveGuiObjInstance.GetComponent <WaveText>();
        //set reference for shadow background color element of GUIText
        //this object is a child of the main GUIText object, so access it as an array
        WaveText2 = waveGuiObjInstance.GetComponentsInChildren <WaveText>();

        //initialize health amounts on GUIText objects
        WaveText.waveGui      = waveNumber;
        WaveText2[1].waveGui  = waveNumber;
        WaveText.waveGui2     = NpcsToSpawn - killedNpcs;
        WaveText2[1].waveGui2 = NpcsToSpawn - killedNpcs;

        //create instance of GUIText to display health amount on hud
        warmupGuiObjInstance = Instantiate(warmupGuiObj, Vector3.zero, transform.rotation) as GameObject;
        //set reference for main color element of heath GUIText
        WarmupText = warmupGuiObjInstance.GetComponent <WarmupText>();
        //set reference for shadow background color element of GUIText
        //this object is a child of the main GUIText object, so access it as an array
        WarmupText2 = warmupGuiObjInstance.GetComponentsInChildren <WarmupText>();

        tempColor  = WarmupText.textColor;
        tempColor2 = WarmupText2[1].textColor;

        WarmupText.warmupGui     = countDown;
        WarmupText2[1].warmupGui = countDown;

        WarmupGUIText1 = WarmupText.GetComponent <GUIText>();
        WarmupGUIText2 = WarmupText2[1].GetComponent <GUIText>();

        StartCoroutine(StartWave());
    }