/// <summary> /// initializes two player setup /// </summary> void InstantTwoPlayerSetup(Border borderA, Border borderB) { // grab target points Vector2 targetPoint1, targetPoint2; Vector2 targetDir = GetTwoPlayerSplitDirection(borderA, borderB, out targetPoint1, out targetPoint2); // assign targets based on who's closest to what Vector2 aDir, bDir; aDir = (borderA.outerPoint - ScreenUtilities.screenCenter).normalized; bDir = (borderB.outerPoint - ScreenUtilities.screenCenter).normalized; if (Vector3.Dot(targetDir, aDir) > Vector3.Dot(targetDir, bDir)) { borderA.outerPointTarget = targetPoint1; borderB.outerPointTarget = targetPoint2; } else { borderA.outerPointTarget = targetPoint2; borderB.outerPointTarget = targetPoint1; } borderA.centerPointTarget = ScreenUtilities.screenCenter; borderB.centerPointTarget = ScreenUtilities.screenCenter; borderA.centerPoint = ScreenUtilities.screenCenter; borderB.centerPoint = ScreenUtilities.screenCenter; borderA.ResetPoints(true, true); borderB.ResetPoints(true, true); TwoPlayerSetupSpecifics(borderA, borderB, targetDir, true); }