// Use this for initialization void Start() { nmn = GetComponent <NavigationMarkerNetworked>(); if (isClient && !isServer) { for (int i = 0; i < componentsToDisable.Length; i++) { componentsToDisable[i].enabled = false; } nmn.m_team = Team.TEAM2; CmdSpawnTeamTwo(); FindObjectOfType <ObjectPoolNetworked>().FindAllTroopTargets(); FindObjectOfType <ObjectPoolNetworked>().SplitTroops(); FindObjectOfType <ObjectPoolNetworked>().FindAllGenerals(); } else { sceneCamera = Camera.main; if (sceneCamera != null) { sceneCamera.gameObject.SetActive(false); } nmn.m_team = Team.TEAM1; FindObjectOfType <ObjectPoolNetworked>().FindAllTroopTargets(); FindObjectOfType <ObjectPoolNetworked>().SplitTroops(); FindObjectOfType <ObjectPoolNetworked>().FindAllGenerals(); } }
// Use this for initialization void Start() { m_op = FindObjectOfType <ObjectPoolNetworked>(); m_nmn = GetComponent <NavigationMarkerNetworked>(); if (isServer) { m_generals = m_op.team1Generals; } else { m_generals = m_op.team2Generals; } currentSelectedUnit = m_generals[tankIndex].gameObject; cameraController.MoveCameraTo(m_generals[tankIndex].transform.position); currentSelectionCircle = Instantiate(selectionCircle, m_generals[0].transform.position, Quaternion.Euler(-90, 0, 0)); }