// Start is called before the first frame update void Start() { if (!isLocalPlayer) { DisableComponents(); AssignLayerRecursively(GetComponentInChildren <EndTurnButton>().gameObject, LayerMask.NameToLayer(remotePlayerLayerName)); DisableCoinsInteractability(); HideCoinsSymbols(); EnemyHealthUI enemyHealthUI = GetComponentInChildren <EnemyHealthUI>(); enemyHealthUI.SetupUI(); GetComponent <PlayerStats>().onDamageTaken += enemyHealthUI.healthDisplay.TakeDamage; } else { GetComponentInChildren <Camera>().enabled = false; playerUIInstance = Instantiate(UIPrefab); PlayerUI playerUI = playerUIInstance.GetComponent <PlayerUI>(); GetComponent <PlayerStats>().onDamageTaken += playerUI.playerHealthDisplay.TakeDamage; if (playerGFX != null) { AssignLayerRecursively(playerGFX, LayerMask.NameToLayer(dontDrawLayerName)); } foreach (Coin coin in GetComponent <Player>().coins) { AssignLayerRecursively(coin.gameObject, LayerMask.NameToLayer(interactableLayerName)); } AssignCoinsSymbols(); } }
void Awake() { instance = this; }
void Start() { damageText = Camera.main.GetComponent <DamageTextEffect> (); mission = Camera.main.GetComponent <MissionController> (); healthSlider = GetComponent <EnemyHealthUI> (); }