void Start() { stageBounds = GetComponent <BoxCollider2D>(); //Spawn players ship1 = Instantiate(ShipPrefabs[SelectedShip.Ship1], Ship1Spawn, Quaternion.identity).GetComponent <Ship>(); ship2 = Instantiate(ShipPrefabs[SelectedShip.Ship2], Ship2Spawn, Quaternion.identity).GetComponent <Ship>(); //Spawn tether tether = Instantiate(ShipTetherPrefab).GetComponent <ShipTether>(); tether.ship1 = ship1; tether.ship2 = ship2; }
void Start() { stageBounds = GetComponent <BoxCollider2D>(); //Spawn players ship1 = Instantiate(ShipPrefabs[SelectedShip.Ship1], Ship1Spawn, Quaternion.identity).GetComponent <Ship>(); ship2 = Instantiate(ShipPrefabs[SelectedShip.Ship2], Ship2Spawn, Quaternion.identity).GetComponent <Ship>(); //Spawn tether tether = Instantiate(ShipTetherPrefab).GetComponent <ShipTether>(); tether.ship1 = ship1; tether.ship2 = ship2; currentTeamHealth = maxTeamHealth; healthScale = healthBar.sizeDelta.x / currentTeamHealth; Score = 0; }