// Use this for initialization public override void OnSyncedStart() // ???? Should this be called for both Navis??? { if (localOwner.Id == owner.Id) // If player owns this Navi { GameObject.Find("Chip Bay").GetComponent <Chip_Hand> ().navi = this.gameObject; chip_hand = GameObject.Find("Chip Bay").GetComponent <Chip_Hand>(); chip_hand.init(); GameObject.Find("Swiper").GetComponent <Swiper> ().Navi = this; GameObject.Find("Field Swipe").GetComponent <Swiper>().Navi = this; field.Tapref.Navi = this; // field is holding reference to tapper/keylistener to allow disabled field.KeyListenref.Navi = this; GameObject.Find("Buster Button").GetComponent <Buster> ().navi = this; GameObject.Find("Draw Button").GetComponent <Draw_Button>().navi = this; NPbutton = GameObject.Find("NaviPower Button").GetComponent <NaviPower>(); NPbutton.Init(this); } // Setting the player's number for easy acess if (owner.Id <= 1) { playerNumber = 1; } if (owner.Id == 2) { playerNumber = 2; } if (localOwner.Id <= 1) // If I'm Player 1, Set these spawnpoints (LOCAL ONLY!) { if (playerNumber == 1) { shot_handler.playerA = this; // Also invert shot_handler's player refs field_space = 7; UpdateRowColumn(); } if (playerNumber == 2) { field_space = 10; shot_handler.playerB = this; UpdateRowColumn(); } } if (localOwner.Id == 2) // If I'm Player 2, Switch these spawnpoints (LOCAL ONLY!) { if (playerNumber == 1) { shot_handler.playerB = this; field_space = 10; UpdateRowColumn(); } if (playerNumber == 2) { shot_handler.playerA = this; field_space = 7; UpdateRowColumn(); } // If I'm Player 2, Switch tile ownership (LOCAL ONLY!) //row1 field.spaces [0].owner = 2; field.spaces [1].owner = 2; field.spaces [2].owner = 2; field.spaces [3].owner = 1; field.spaces [4].owner = 1; field.spaces [5].owner = 1; //row2 field.spaces [6].owner = 2; field.spaces [7].owner = 2; field.spaces [8].owner = 2; field.spaces [9].owner = 1; field.spaces [10].owner = 1; field.spaces [11].owner = 1; //row3 field.spaces [12].owner = 2; field.spaces [13].owner = 2; field.spaces [14].owner = 2; field.spaces [15].owner = 1; field.spaces [16].owner = 1; field.spaces [17].owner = 1; } // @@@ Setting UI elements based on player ownership @@@ if (localOwner.Id != owner.Id) // If player DOESN"T own this Navi { tsTransform.scale = new TSVector(-tsTransform.scale.x, tsTransform.scale.y, tsTransform.scale.z); health_dispB = GameObject.Find("HealthB"); cust_dispB = GameObject.Find("CustB"); AC_dispB = GameObject.Find("ActiveChipB"); AC_dispB.SetActive(false); held_dispB = GameObject.Find("ChipCountB"); player_face_B = GameObject.Find("PlayerFaceB").GetComponent <Image>(); player_face_B.sprite = navi_face; GameObject.Find("End_Panel").GetComponent <End_Panel>().naviB = this; //cust_dispB.GetComponent<Cust>().navi = this; GameObject.Find("PlayerIDB").GetComponent <Text>().text = owner.Name; gameObject.tag = "Enemy Navi"; buster_offset.x *= -1; // flip x offset values to reflect flipped sprite int i = 0; while (i < throw_offset.Length) { throw_offset[i].y *= -1; i++; } } if (localOwner.Id == owner.Id || localOwner.Id == null) // If owner or offline { health_dispA = GameObject.Find("HealthA"); cust_dispA = GameObject.Find("CustA"); AC_dispA = GameObject.Find("ActiveChipA"); AC_dispA.SetActive(false); player_face_A = GameObject.Find("PlayerFaceA").GetComponent <Image>(); player_face_A.sprite = navi_face; GameObject.Find("End_Panel").GetComponent <End_Panel>().naviA = this; //cust_dispA.GetComponent<Cust>().navi = this; GameObject.Find("PlayerIDA").GetComponent <Text>().text = owner.Name; gameObject.tag = "My Navi"; } }