// Start is called before the first frame update void Awake() { if (instance == null) { instance = this; } characterStatusLayout = GetComponent <CharacterStatusLayout>(); alchemyManager = GetComponent <AlchemyManager>(); statusAffectedCells = new List <CellAlchemyState>(); foreach (GameObject player in GameObject.FindGameObjectsWithTag("Player")) { playersDict.Add(player.GetComponent <CharacterStats>().characterName, player.GetComponent <PlayerManager>()); player.GetComponent <CharacterStats>().statusPanel = Instantiate(playerStatusPrefab); } foreach (GameObject enemy in GameObject.FindGameObjectsWithTag("Enemy")) { enemiesDict.Add(enemy.GetComponent <CharacterStats>().characterName, enemy.GetComponent <EnemyManager>()); enemy.GetComponent <CharacterStats>().statusPanel = Instantiate(enemyStatusPrefab); } currentCharacter = playersDict.Values.ToArray()[0]; currentCharacter.isCurrentPlayer = true; isPlayerTurn = true; currentEnemy = enemiesDict.Values.ToArray()[0]; //currentCharacter.playerModel.GetComponent<Renderer>().material.SetFloat("OnOff", 1); SetUICam(); }
private void Awake() { if (Instance == null) { Instance = this; } }